Of it, the backends read the EFB scale, now passed as the backbuffer
scale; GLContext::Create tested for libretro, its only context; and
the controller interface kept a render window that is always null. The
video backends' Initialize, InitBackendInfo and PopulateBackendInfo,
Core::Init, EmuThread and StartEmuThread, BootCore and the controller
interface lose the parameter; PrepareWindow, ChangeWindow, the window
change refresh and the Vulkan instance's surface extensions go, as
nothing presents but the frontend.
Each backend's are final and called by the backend in use; the Null
backend uses the base classes, which count nothing. Bounding box values
are read into and written from the caller's arrays, and GL's queries
are one class for each kind of query object.
The software and null renderers run without a hardware context. They
come up at the end of retro_load_game, where a frontend with a context
would call context_reset, and go down with the rest at unload.
The software renderer's picture goes to video_refresh straight from its
XFB texture, in one pass into XRGB8888 order, into a buffer that grows
only with the picture: no GL texture upload, no draw, no window of its
own. The GPU thread's g_gfx is the backend's own from the start.
Yellow squiggly lines begone!
Done automatically on .cpp files through `run-clang-tidy`, with manual corrections to the mistakes.
If an import is directly used, but is technically unnecessary since it's recursively imported by something else, it is *not* removed.
The tool doesn't touch .h files, so I did some of them by hand while fixing errors due to old recursive imports.
Not everything is removed, but the cleanup should be substantial enough.
Because this done on Linux, code that isn't used on it is mostly untouched.
(Hopefully no open PR is depending on these imports...)
The whole ownership model was getting a bit of a mess, with a some
of special cases to deal with. And I'm planning to make it even more
complex in the future.
So here is some upfront work to convert it over to reference counted
pointers.
Texture dumping can already be done using VideoCommon's system (and in fact the same setting already enabled *both* of these). Dumping objects/TEV stages/texture fetches doesn't currently have an equivalent, but could be added to the FIFO player instead.
I think this is a relic of D3D9. D3D11 and D3D12 seem to work fine without it. Plus, ViewportCorrectionMatrix just didn't work correctly (at least with the viewports being generated by the new scissor code).
SPDX standardizes how source code conveys its copyright and licensing
information. See https://spdx.github.io/spdx-spec/1-rationale/ . SPDX
tags are adopted in many large projects, including things like the Linux
kernel.
Fixes https://bugs.dolphin-emu.org/issues/12245.
I considered making a change to DolphinQt instead of
the core, but then additional effort would've been
required to add the same fix to the Android GUI once
we start using the new config system there.