// Copyright 2015 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. // Null Backend Documentation // This backend tries not to do anything in the backend, // but everything in VideoCommon. #include "VideoBackends/Null/FramebufferManager.h" #include "VideoBackends/Null/PerfQuery.h" #include "VideoBackends/Null/Render.h" #include "VideoBackends/Null/ShaderCache.h" #include "VideoBackends/Null/TextureCache.h" #include "VideoBackends/Null/VertexManager.h" #include "VideoBackends/Null/VideoBackend.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoConfig.h" namespace Null { void VideoBackend::InitBackendInfo() { g_Config.backend_info.api_type = APIType::Nothing; g_Config.backend_info.bSupportsExclusiveFullscreen = true; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsOversizedViewports = true; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupports3DVision = false; g_Config.backend_info.bSupportsEarlyZ = true; g_Config.backend_info.bSupportsBindingLayout = true; g_Config.backend_info.bSupportsBBox = true; g_Config.backend_info.bSupportsGSInstancing = true; g_Config.backend_info.bSupportsPostProcessing = false; g_Config.backend_info.bSupportsPaletteConversion = true; g_Config.backend_info.bSupportsClipControl = true; g_Config.backend_info.bSupportsSSAA = true; g_Config.backend_info.bSupportsDepthClamp = true; g_Config.backend_info.bSupportsReversedDepthRange = true; g_Config.backend_info.bSupportsMultithreading = false; // aamodes: We only support 1 sample, so no MSAA g_Config.backend_info.Adapters.clear(); g_Config.backend_info.AAModes = {1}; g_Config.backend_info.PPShaders.clear(); g_Config.backend_info.AnaglyphShaders.clear(); } bool VideoBackend::Initialize(void* window_handle) { InitializeShared(); InitBackendInfo(); return true; } // This is called after Initialize() from the Core // Run from the graphics thread void VideoBackend::Video_Prepare() { g_renderer = std::make_unique(); g_vertex_manager = std::make_unique(); g_perf_query = std::make_unique(); g_framebuffer_manager = std::make_unique(); g_texture_cache = std::make_unique(); VertexShaderCache::s_instance = std::make_unique(); GeometryShaderCache::s_instance = std::make_unique(); PixelShaderCache::s_instance = std::make_unique(); } void VideoBackend::Shutdown() { ShutdownShared(); } void VideoBackend::Video_Cleanup() { CleanupShared(); PixelShaderCache::s_instance.reset(); VertexShaderCache::s_instance.reset(); GeometryShaderCache::s_instance.reset(); g_texture_cache.reset(); g_perf_query.reset(); g_vertex_manager.reset(); g_framebuffer_manager.reset(); g_renderer.reset(); } }