dolphin/Source/Core/VideoBackends/Null/Render.cpp
Lioncash e60268bd42 VideoCommon/RenderBase: Use a std::string_view with CreateShaderFromSource()
Greatly simplifies the overall interface when it comes to compiling
shaders. Also allows getting rid of a std::string overload of the same
name. Now std::string and const char* both go through the same function.
2019-05-30 03:29:35 -04:00

90 lines
2.5 KiB
C++

// Copyright 2015 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#include "Common/Logging/Log.h"
#include "VideoBackends/Null/NullTexture.h"
#include "VideoBackends/Null/Render.h"
#include "VideoCommon/AbstractPipeline.h"
#include "VideoCommon/AbstractShader.h"
#include "VideoCommon/NativeVertexFormat.h"
#include "VideoCommon/VideoConfig.h"
namespace Null
{
// Init functions
Renderer::Renderer() : ::Renderer(1, 1, 1.0f, AbstractTextureFormat::RGBA8)
{
UpdateActiveConfig();
}
Renderer::~Renderer()
{
UpdateActiveConfig();
}
bool Renderer::IsHeadless() const
{
return true;
}
std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config)
{
return std::make_unique<NullTexture>(config);
}
std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type,
const TextureConfig& config)
{
return std::make_unique<NullStagingTexture>(type, config);
}
class NullShader final : public AbstractShader
{
public:
explicit NullShader(ShaderStage stage) : AbstractShader(stage) {}
~NullShader() = default;
};
std::unique_ptr<AbstractShader>
Renderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source)
{
return std::make_unique<NullShader>(stage);
}
std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage,
const void* data, size_t length)
{
return std::make_unique<NullShader>(stage);
}
class NullPipeline final : public AbstractPipeline
{
public:
NullPipeline() = default;
~NullPipeline() override = default;
};
std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config,
const void* cache_data,
size_t cache_data_length)
{
return std::make_unique<NullPipeline>();
}
std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment,
AbstractTexture* depth_attachment)
{
return NullFramebuffer::Create(static_cast<NullTexture*>(color_attachment),
static_cast<NullTexture*>(depth_attachment));
}
std::unique_ptr<NativeVertexFormat>
Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
{
return std::make_unique<NativeVertexFormat>(vtx_decl);
}
} // namespace Null