// 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 { void VideoBackend::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}; } 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(); } }