// 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 "Core/Host.h" #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/BPStructs.h" #include "VideoCommon/CommandProcessor.h" #include "VideoCommon/Fifo.h" #include "VideoCommon/IndexGenerator.h" #include "VideoCommon/OnScreenDisplay.h" #include "VideoCommon/OpcodeDecoding.h" #include "VideoCommon/PixelEngine.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/VertexLoaderManager.h" #include "VideoCommon/VertexShaderManager.h" #include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoConfig.h" namespace Null { static void InitBackendInfo() { g_Config.backend_info.APIType = API_NONE; g_Config.backend_info.bSupportsExclusiveFullscreen = true; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsEarlyZ = 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.bSupportsPostProcessing = false; g_Config.backend_info.bSupportsPaletteConversion = true; g_Config.backend_info.bSupportsClipControl = true; // aamodes: We only support 1 sample, so no MSAA g_Config.backend_info.AAModes = {1}; } void VideoBackend::ShowConfig(void* parent) { InitBackendInfo(); Host_ShowVideoConfig(parent, GetDisplayName(), "gfx_null"); } bool VideoBackend::Initialize(void* window_handle) { InitializeShared(); InitBackendInfo(); // Load Configs g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "GFX.ini"); g_Config.GameIniLoad(); g_Config.UpdateProjectionHack(); g_Config.VerifyValidity(); UpdateActiveConfig(); // Do our OSD callbacks OSD::DoCallbacks(OSD::CallbackType::Initialization); // Initialize VideoCommon CommandProcessor::Init(); PixelEngine::Init(); BPInit(); Fifo::Init(); OpcodeDecoder::Init(); IndexGenerator::Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); VertexLoaderManager::Init(); Host_Message(WM_USER_CREATE); 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() { // Shutdown VideoCommon Fifo::Shutdown(); VertexLoaderManager::Shutdown(); VertexShaderManager::Shutdown(); PixelShaderManager::Shutdown(); OpcodeDecoder::Shutdown(); // Do our OSD callbacks OSD::DoCallbacks(OSD::CallbackType::Shutdown); } void VideoBackend::Video_Cleanup() { 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(); } }