dolphin/Source/Core/VideoBackends/Null/NullBackend.cpp

92 lines
3.0 KiB
C++

// 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<Renderer>();
g_vertex_manager = std::make_unique<VertexManager>();
g_perf_query = std::make_unique<PerfQuery>();
g_framebuffer_manager = std::make_unique<FramebufferManager>();
g_texture_cache = std::make_unique<TextureCache>();
VertexShaderCache::s_instance = std::make_unique<VertexShaderCache>();
GeometryShaderCache::s_instance = std::make_unique<GeometryShaderCache>();
PixelShaderCache::s_instance = std::make_unique<PixelShaderCache>();
}
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();
}
}