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Both fed user-written GLSL to the backends at runtime, which the move to bytecode emitted straight from the shader generators leaves no compiler for. The frontend's own shader pipeline covers post-processing. The presentation pass keeps a plain copy and the built-in correction shader for output resampling, colour space and gamma correction and HDR scaling, now compiled in rather than loaded from Sys/Shaders. The graphics-mod system keeps its draw, EFB, projection and texture actions; custom pipelines, materials, shader, mesh and sampler assets, the custom constant buffers in every backend and the two mods built on them are gone, along with the shader generators' custom-shader hooks.
85 lines
3.0 KiB
C++
85 lines
3.0 KiB
C++
// Copyright 2015 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// Null Backend Documentation
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// This backend tries not to do anything in the backend,
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// but everything in VideoCommon.
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#include "VideoBackends/Null/VideoBackend.h"
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#include "Common/Common.h"
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#include "VideoBackends/Null/NullBoundingBox.h"
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#include "VideoBackends/Null/NullGfx.h"
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#include "VideoBackends/Null/NullVertexManager.h"
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#include "VideoBackends/Null/PerfQuery.h"
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#include "VideoBackends/Null/TextureCache.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace Null
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{
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void VideoBackend::InitBackendInfo(const WindowSystemInfo& wsi)
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{
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g_backend_info.api_type = APIType::Nothing;
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g_backend_info.MaxTextureSize = 16384;
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g_backend_info.bSupportsExclusiveFullscreen = true;
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g_backend_info.bSupportsDualSourceBlend = true;
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g_backend_info.bSupportsPrimitiveRestart = true;
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g_backend_info.bSupportsGeometryShaders = true;
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g_backend_info.bSupportsComputeShaders = false;
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g_backend_info.bSupports3DVision = false;
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g_backend_info.bSupportsEarlyZ = true;
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g_backend_info.bSupportsBindingLayout = true;
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g_backend_info.bSupportsBBox = true;
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g_backend_info.bSupportsGSInstancing = true;
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g_backend_info.bSupportsPaletteConversion = true;
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g_backend_info.bSupportsClipControl = true;
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g_backend_info.bSupportsSSAA = true;
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g_backend_info.bSupportsDepthClamp = true;
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g_backend_info.bSupportsReversedDepthRange = true;
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g_backend_info.bSupportsMultithreading = false;
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g_backend_info.bSupportsGPUTextureDecoding = false;
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g_backend_info.bSupportsST3CTextures = false;
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g_backend_info.bSupportsBPTCTextures = false;
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g_backend_info.bSupportsFramebufferFetch = false;
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g_backend_info.bSupportsBackgroundCompiling = false;
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g_backend_info.bSupportsLogicOp = false;
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g_backend_info.bSupportsLargePoints = false;
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g_backend_info.bSupportsDepthReadback = false;
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g_backend_info.bSupportsPartialDepthCopies = false;
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g_backend_info.bSupportsShaderBinaries = false;
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g_backend_info.bSupportsPipelineCacheData = false;
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g_backend_info.bSupportsCoarseDerivatives = false;
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g_backend_info.bSupportsTextureQueryLevels = false;
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g_backend_info.bSupportsLodBiasInSampler = false;
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g_backend_info.bSupportsSettingObjectNames = false;
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g_backend_info.bSupportsPartialMultisampleResolve = true;
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g_backend_info.bSupportsDynamicVertexLoader = false;
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// aamodes: We only support 1 sample, so no MSAA
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g_backend_info.Adapters.clear();
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g_backend_info.AAModes = {1};
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}
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bool VideoBackend::Initialize(const WindowSystemInfo& wsi)
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{
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return InitializeShared(std::make_unique<NullGfx>(), std::make_unique<VertexManager>(),
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std::make_unique<PerfQuery>(), std::make_unique<NullBoundingBox>(),
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std::make_unique<NullEFBInterface>(), std::make_unique<TextureCache>());
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}
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void VideoBackend::Shutdown()
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{
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ShutdownShared();
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}
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std::string VideoBackend::GetDisplayName() const
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{
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// i18n: Null is referring to the null video backend, which renders nothing
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return _trans("Null");
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}
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} // namespace Null
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