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128 lines
3.7 KiB
C++
128 lines
3.7 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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// Null Backend Documentation
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// This backend tries not to do anything in the backend,
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// but everything in VideoCommon.
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#include "Core/Host.h"
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#include "VideoBackends/Null/FramebufferManager.h"
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#include "VideoBackends/Null/PerfQuery.h"
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#include "VideoBackends/Null/Render.h"
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#include "VideoBackends/Null/ShaderCache.h"
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#include "VideoBackends/Null/TextureCache.h"
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#include "VideoBackends/Null/VertexManager.h"
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#include "VideoBackends/Null/VideoBackend.h"
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#include "VideoCommon/BPStructs.h"
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#include "VideoCommon/CommandProcessor.h"
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#include "VideoCommon/Fifo.h"
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#include "VideoCommon/IndexGenerator.h"
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#include "VideoCommon/OnScreenDisplay.h"
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#include "VideoCommon/OpcodeDecoding.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/PixelShaderManager.h"
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#include "VideoCommon/VertexLoaderManager.h"
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#include "VideoCommon/VertexShaderManager.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoConfig.h"
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namespace Null
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{
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static void InitBackendInfo()
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{
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g_Config.backend_info.APIType = API_NONE;
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g_Config.backend_info.bSupportsExclusiveFullscreen = true;
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsEarlyZ = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsOversizedViewports = true;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bSupportsPostProcessing = false;
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g_Config.backend_info.bSupportsPaletteConversion = true;
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g_Config.backend_info.bSupportsClipControl = true;
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// aamodes: We only support 1 sample, so no MSAA
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g_Config.backend_info.AAModes = {1};
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}
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void VideoBackend::ShowConfig(void* parent)
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{
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InitBackendInfo();
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Host_ShowVideoConfig(parent, GetDisplayName(), "gfx_null");
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}
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bool VideoBackend::Initialize(void* window_handle)
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{
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InitializeShared();
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InitBackendInfo();
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// Load Configs
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g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "GFX.ini");
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g_Config.GameIniLoad();
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g_Config.UpdateProjectionHack();
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g_Config.VerifyValidity();
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UpdateActiveConfig();
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::CallbackType::Initialization);
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// Initialize VideoCommon
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CommandProcessor::Init();
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PixelEngine::Init();
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BPInit();
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Fifo::Init();
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OpcodeDecoder::Init();
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IndexGenerator::Init();
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VertexShaderManager::Init();
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PixelShaderManager::Init();
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VertexLoaderManager::Init();
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Host_Message(WM_USER_CREATE);
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return true;
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}
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// This is called after Initialize() from the Core
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// Run from the graphics thread
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void VideoBackend::Video_Prepare()
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{
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g_renderer = std::make_unique<Renderer>();
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g_vertex_manager = std::make_unique<VertexManager>();
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g_perf_query = std::make_unique<PerfQuery>();
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g_framebuffer_manager = std::make_unique<FramebufferManager>();
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g_texture_cache = std::make_unique<TextureCache>();
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VertexShaderCache::s_instance = std::make_unique<VertexShaderCache>();
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GeometryShaderCache::s_instance = std::make_unique<GeometryShaderCache>();
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PixelShaderCache::s_instance = std::make_unique<PixelShaderCache>();
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}
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void VideoBackend::Shutdown()
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{
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// Shutdown VideoCommon
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Fifo::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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OpcodeDecoder::Shutdown();
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::CallbackType::Shutdown);
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}
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void VideoBackend::Video_Cleanup()
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{
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PixelShaderCache::s_instance.reset();
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VertexShaderCache::s_instance.reset();
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GeometryShaderCache::s_instance.reset();
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g_texture_cache.reset();
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g_perf_query.reset();
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g_vertex_manager.reset();
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g_framebuffer_manager.reset();
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g_renderer.reset();
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}
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}
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