// Copyright 2009 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/Software/VideoBackend.h" #include #include #include #include #include "Common/Common.h" #include "Common/CommonTypes.h" #include "Common/GL/GLContext.h" #include "Common/MsgHandler.h" #include "VideoBackends/Software/Clipper.h" #include "VideoBackends/Software/DebugUtil.h" #include "VideoBackends/Software/EfbInterface.h" #include "VideoBackends/Software/Rasterizer.h" #include "VideoBackends/Software/SWOGLWindow.h" #include "VideoBackends/Software/SWRenderer.h" #include "VideoBackends/Software/SWTexture.h" #include "VideoBackends/Software/SWVertexLoader.h" #include "VideoBackends/Software/TextureCache.h" #include "VideoCommon/FramebufferManager.h" #include "VideoCommon/TextureCacheBase.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace SW { class PerfQuery : public PerfQueryBase { public: PerfQuery() {} ~PerfQuery() {} void EnableQuery(PerfQueryGroup type) override {} void DisableQuery(PerfQueryGroup type) override {} void ResetQuery() override { EfbInterface::ResetPerfQuery(); } u32 GetQueryResult(PerfQueryType type) override { return EfbInterface::GetPerfQueryResult(type); } void FlushResults() override {} bool IsFlushed() const override { return true; } }; std::string VideoSoftware::GetName() const { return NAME; } std::string VideoSoftware::GetDisplayName() const { return _trans("Software Renderer"); } std::optional VideoSoftware::GetWarningMessage() const { return _trans("The software renderer is significantly slower than other " "backends and is only recommended for debugging purposes.\n\nDo you " "really want to enable software rendering? If unsure, select 'No'."); } void VideoSoftware::InitBackendInfo() { g_Config.backend_info.api_type = APIType::Nothing; g_Config.backend_info.MaxTextureSize = 16384; g_Config.backend_info.bUsesLowerLeftOrigin = false; g_Config.backend_info.bSupports3DVision = false; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsEarlyZ = true; g_Config.backend_info.bSupportsOversizedViewports = true; g_Config.backend_info.bSupportsPrimitiveRestart = false; g_Config.backend_info.bSupportsMultithreading = false; g_Config.backend_info.bSupportsComputeShaders = false; g_Config.backend_info.bSupportsGPUTextureDecoding = false; g_Config.backend_info.bSupportsST3CTextures = false; g_Config.backend_info.bSupportsBPTCTextures = false; g_Config.backend_info.bSupportsCopyToVram = false; g_Config.backend_info.bSupportsLargePoints = false; g_Config.backend_info.bSupportsDepthReadback = false; g_Config.backend_info.bSupportsPartialDepthCopies = false; g_Config.backend_info.bSupportsFramebufferFetch = false; g_Config.backend_info.bSupportsBackgroundCompiling = false; g_Config.backend_info.bSupportsLogicOp = true; g_Config.backend_info.bSupportsShaderBinaries = false; g_Config.backend_info.bSupportsPipelineCacheData = false; g_Config.backend_info.bSupportsBBox = true; g_Config.backend_info.bSupportsCoarseDerivatives = false; g_Config.backend_info.bSupportsTextureQueryLevels = false; // aamodes g_Config.backend_info.AAModes = {1}; } bool VideoSoftware::Initialize(const WindowSystemInfo& wsi) { InitializeShared(); std::unique_ptr window = SWOGLWindow::Create(wsi); if (!window) return false; Clipper::Init(); Rasterizer::Init(); DebugUtil::Init(); g_renderer = std::make_unique(std::move(window)); g_vertex_manager = std::make_unique(); g_shader_cache = std::make_unique(); g_framebuffer_manager = std::make_unique(); g_perf_query = std::make_unique(); g_texture_cache = std::make_unique(); if (!g_vertex_manager->Initialize() || !g_shader_cache->Initialize() || !g_renderer->Initialize() || !g_framebuffer_manager->Initialize() || !g_texture_cache->Initialize()) { PanicAlertFmt("Failed to initialize renderer classes"); Shutdown(); return false; } g_shader_cache->InitializeShaderCache(); return true; } void VideoSoftware::Shutdown() { if (g_shader_cache) g_shader_cache->Shutdown(); if (g_renderer) g_renderer->Shutdown(); DebugUtil::Shutdown(); g_texture_cache.reset(); g_perf_query.reset(); g_framebuffer_manager.reset(); g_shader_cache.reset(); g_vertex_manager.reset(); g_renderer.reset(); ShutdownShared(); } } // namespace SW