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1161af8059
This moves much of the duplicated bounding box code into VideoCommon, leaving only the specific buffer implementations in each backend.
93 lines
2.7 KiB
C++
93 lines
2.7 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#include "VideoBackends/Null/NullRender.h"
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#include "VideoBackends/Null/NullBoundingBox.h"
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#include "VideoBackends/Null/NullTexture.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/NativeVertexFormat.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, 1.0f, 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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[[maybe_unused]] std::string_view name)
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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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};
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std::unique_ptr<AbstractShader>
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Renderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source,
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[[maybe_unused]] std::string_view name)
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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>
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Renderer::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length,
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[[maybe_unused]] std::string_view name)
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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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};
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std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data,
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size_t cache_data_length)
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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> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
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AbstractTexture* depth_attachment)
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{
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return NullFramebuffer::Create(static_cast<NullTexture*>(color_attachment),
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static_cast<NullTexture*>(depth_attachment));
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}
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std::unique_ptr<NativeVertexFormat>
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Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<NativeVertexFormat>(vtx_decl);
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}
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std::unique_ptr<BoundingBox> Renderer::CreateBoundingBox() const
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{
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return std::make_unique<NullBoundingBox>();
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}
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} // namespace Null
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