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101 lines
2.6 KiB
C++
101 lines
2.6 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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#include "Common/Logging/Log.h"
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#include "VideoBackends/Null/NullTexture.h"
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#include "VideoBackends/Null/Render.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/VideoConfig.h"
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namespace Null
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{
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// Init functions
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Renderer::Renderer() : ::Renderer(1, 1, AbstractTextureFormat::RGBA8)
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{
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UpdateActiveConfig();
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}
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Renderer::~Renderer()
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{
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UpdateActiveConfig();
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}
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bool Renderer::IsHeadless() const
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{
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return true;
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}
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std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
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{
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return std::make_unique<NullTexture>(config);
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}
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std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
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const TextureConfig& config)
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{
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return std::make_unique<NullStagingTexture>(type, config);
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}
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class NullShader final : public AbstractShader
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{
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public:
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explicit NullShader(ShaderStage stage) : AbstractShader(stage) {}
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~NullShader() = default;
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bool HasBinary() const override { return false; }
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BinaryData GetBinary() const override { return {}; }
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};
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage,
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const char* source, size_t length)
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{
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return std::make_unique<NullShader>(stage);
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}
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std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
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const void* data, size_t length)
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{
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return std::make_unique<NullShader>(stage);
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}
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class NullPipeline final : public AbstractPipeline
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{
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public:
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NullPipeline() : AbstractPipeline() {}
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~NullPipeline() override = default;
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};
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std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config)
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{
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return std::make_unique<NullPipeline>();
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}
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std::unique_ptr<AbstractFramebuffer>
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Renderer::CreateFramebuffer(const AbstractTexture* color_attachment,
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const AbstractTexture* depth_attachment)
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{
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return NullFramebuffer::Create(static_cast<const NullTexture*>(color_attachment),
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static_cast<const NullTexture*>(depth_attachment));
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}
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TargetRectangle Renderer::ConvertEFBRectangle(const EFBRectangle& rc)
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{
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TargetRectangle result;
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result.left = rc.left;
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result.top = rc.top;
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result.right = rc.right;
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result.bottom = rc.bottom;
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return result;
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}
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void Renderer::SwapImpl(AbstractTexture*, const EFBRectangle&, u64)
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{
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UpdateActiveConfig();
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}
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} // namespace Null
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