forked from dolphin-emu/dolphin
		
	"Cache data" can be used to assist a driver with creating pipelines by using previously-compiled shader ISA.
		
			
				
	
	
		
			134 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			134 lines
		
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2009 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 <cstring>
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#include <memory>
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#include <string>
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#include <utility>
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#include "Common/Common.h"
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLContext.h"
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#include "Common/MsgHandler.h"
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#include "VideoBackends/Software/Clipper.h"
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#include "VideoBackends/Software/DebugUtil.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/Rasterizer.h"
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#include "VideoBackends/Software/SWOGLWindow.h"
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#include "VideoBackends/Software/SWRenderer.h"
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#include "VideoBackends/Software/SWTexture.h"
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#include "VideoBackends/Software/SWVertexLoader.h"
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#include "VideoBackends/Software/TextureCache.h"
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#include "VideoBackends/Software/VideoBackend.h"
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#include "VideoCommon/FramebufferManager.h"
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#include "VideoCommon/TextureCacheBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace SW
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{
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class PerfQuery : public PerfQueryBase
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{
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public:
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  PerfQuery() {}
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  ~PerfQuery() {}
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  void EnableQuery(PerfQueryGroup type) override {}
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  void DisableQuery(PerfQueryGroup type) override {}
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  void ResetQuery() override { EfbInterface::ResetPerfQuery(); }
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  u32 GetQueryResult(PerfQueryType type) override { return EfbInterface::GetPerfQueryResult(type); }
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  void FlushResults() override {}
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  bool IsFlushed() const override { return true; }
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};
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std::string VideoSoftware::GetName() const
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{
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  return "Software Renderer";
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}
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std::string VideoSoftware::GetDisplayName() const
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{
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  return _trans("Software Renderer");
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}
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void VideoSoftware::InitBackendInfo()
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{
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  g_Config.backend_info.api_type = APIType::Nothing;
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  g_Config.backend_info.MaxTextureSize = 16384;
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  g_Config.backend_info.bUsesLowerLeftOrigin = false;
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  g_Config.backend_info.bSupports3DVision = false;
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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.bSupportsOversizedViewports = true;
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  g_Config.backend_info.bSupportsPrimitiveRestart = false;
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  g_Config.backend_info.bSupportsMultithreading = false;
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  g_Config.backend_info.bSupportsComputeShaders = false;
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  g_Config.backend_info.bSupportsGPUTextureDecoding = false;
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  g_Config.backend_info.bSupportsST3CTextures = false;
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  g_Config.backend_info.bSupportsBPTCTextures = false;
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  g_Config.backend_info.bSupportsCopyToVram = false;
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  g_Config.backend_info.bSupportsLargePoints = false;
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  g_Config.backend_info.bSupportsPartialDepthCopies = false;
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  g_Config.backend_info.bSupportsFramebufferFetch = false;
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  g_Config.backend_info.bSupportsBackgroundCompiling = false;
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  g_Config.backend_info.bSupportsLogicOp = true;
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  g_Config.backend_info.bSupportsShaderBinaries = false;
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  g_Config.backend_info.bSupportsPipelineCacheData = false;
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  // aamodes
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  g_Config.backend_info.AAModes = {1};
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}
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bool VideoSoftware::Initialize(const WindowSystemInfo& wsi)
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{
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  InitializeShared();
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  std::unique_ptr<SWOGLWindow> window = SWOGLWindow::Create(wsi);
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  if (!window)
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    return false;
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  Clipper::Init();
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  Rasterizer::Init();
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  DebugUtil::Init();
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  g_renderer = std::make_unique<SWRenderer>(std::move(window));
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  g_vertex_manager = std::make_unique<SWVertexLoader>();
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  g_shader_cache = std::make_unique<VideoCommon::ShaderCache>();
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  g_framebuffer_manager = std::make_unique<FramebufferManager>();
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  g_perf_query = std::make_unique<PerfQuery>();
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  g_texture_cache = std::make_unique<TextureCache>();
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  if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() ||
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      !g_renderer->Initialize() || !g_framebuffer_manager->Initialize() ||
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      !g_texture_cache->Initialize())
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  {
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    PanicAlert("Failed to initialize renderer classes");
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    Shutdown();
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    return false;
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  }
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  g_shader_cache->InitializeShaderCache();
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  return true;
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}
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void VideoSoftware::Shutdown()
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{
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  if (g_shader_cache)
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    g_shader_cache->Shutdown();
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  if (g_renderer)
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    g_renderer->Shutdown();
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  DebugUtil::Shutdown();
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  g_texture_cache.reset();
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  g_perf_query.reset();
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  g_framebuffer_manager.reset();
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  g_shader_cache.reset();
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  g_vertex_manager.reset();
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  g_renderer.reset();
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  ShutdownShared();
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}
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}  // namespace SW
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