forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			93 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			93 lines
		
	
	
		
			2.8 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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void VideoBackend::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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bool VideoBackend::Initialize(void* window_handle)
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{
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  InitializeShared();
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  InitBackendInfo();
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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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  ShutdownShared();
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}
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void VideoBackend::Video_Cleanup()
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{
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  CleanupShared();
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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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