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Implement AbstractGfx for Software & Null
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@ -6,117 +6,17 @@
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#include <string>
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#include "Common/CommonTypes.h"
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#include "Common/GL/GLContext.h"
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#include "Core/HW/Memmap.h"
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#include "Core/System.h"
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#include "VideoBackends/Software/EfbCopy.h"
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#include "VideoBackends/Software/EfbInterface.h"
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#include "VideoBackends/Software/Rasterizer.h"
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#include "VideoBackends/Software/SWBoundingBox.h"
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#include "VideoBackends/Software/SWOGLWindow.h"
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#include "VideoBackends/Software/SWTexture.h"
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#include "VideoCommon/AbstractPipeline.h"
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#include "VideoCommon/AbstractShader.h"
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#include "VideoCommon/AbstractTexture.h"
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#include "VideoCommon/NativeVertexFormat.h"
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#include "VideoCommon/PixelEngine.h"
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#include "VideoCommon/Present.h"
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#include "VideoCommon/VideoBackendBase.h"
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#include "VideoCommon/VideoCommon.h"
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namespace SW
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{
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SWRenderer::SWRenderer(std::unique_ptr<SWOGLWindow> window)
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: ::Renderer(static_cast<int>(std::max(window->GetContext()->GetBackBufferWidth(), 1u)),
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static_cast<int>(std::max(window->GetContext()->GetBackBufferHeight(), 1u)), 1.0f,
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AbstractTextureFormat::RGBA8),
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m_window(std::move(window))
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{
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}
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bool SWRenderer::IsHeadless() const
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{
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return m_window->IsHeadless();
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}
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std::unique_ptr<AbstractTexture> SWRenderer::CreateTexture(const TextureConfig& config,
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[[maybe_unused]] std::string_view name)
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{
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return std::make_unique<SWTexture>(config);
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}
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std::unique_ptr<AbstractStagingTexture>
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SWRenderer::CreateStagingTexture(StagingTextureType type, const TextureConfig& config)
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{
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return std::make_unique<SWStagingTexture>(type, config);
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}
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std::unique_ptr<AbstractFramebuffer>
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SWRenderer::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment)
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{
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return SWFramebuffer::Create(static_cast<SWTexture*>(color_attachment),
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static_cast<SWTexture*>(depth_attachment));
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}
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void SWRenderer::BindBackbuffer(const ClearColor& clear_color)
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{
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// Look for framebuffer resizes
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if (!g_presenter->SurfaceResizedTestAndClear())
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return;
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GLContext* context = m_window->GetContext();
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context->Update();
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g_presenter->SetBackbuffer(context->GetBackBufferWidth(), context->GetBackBufferHeight());
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}
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class SWShader final : public AbstractShader
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{
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public:
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explicit SWShader(ShaderStage stage) : AbstractShader(stage) {}
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~SWShader() = default;
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BinaryData GetBinary() const override { return {}; }
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};
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std::unique_ptr<AbstractShader>
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SWRenderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source,
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[[maybe_unused]] std::string_view name)
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{
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return std::make_unique<SWShader>(stage);
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}
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std::unique_ptr<AbstractShader>
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SWRenderer::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length,
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[[maybe_unused]] std::string_view name)
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{
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return std::make_unique<SWShader>(stage);
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}
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class SWPipeline final : public AbstractPipeline
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{
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public:
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SWPipeline() = default;
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~SWPipeline() override = default;
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};
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std::unique_ptr<AbstractPipeline> SWRenderer::CreatePipeline(const AbstractPipelineConfig& config,
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const void* cache_data,
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size_t cache_data_length)
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{
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return std::make_unique<SWPipeline>();
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}
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// Called on the GPU thread
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void SWRenderer::ShowImage(const AbstractTexture* source_texture,
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const MathUtil::Rectangle<int>& source_rc)
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{
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if (!IsHeadless())
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m_window->ShowImage(source_texture, source_rc);
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}
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u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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{
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u32 value = 0;
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@ -165,29 +65,4 @@ u32 SWRenderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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return value;
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}
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std::unique_ptr<BoundingBox> SWRenderer::CreateBoundingBox() const
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{
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return std::make_unique<SWBoundingBox>();
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}
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void SWRenderer::ClearScreen(const MathUtil::Rectangle<int>& rc, bool colorEnable, bool alphaEnable,
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bool zEnable, u32 color, u32 z)
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{
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EfbCopy::ClearEfb();
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}
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std::unique_ptr<NativeVertexFormat>
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SWRenderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl)
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{
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return std::make_unique<NativeVertexFormat>(vtx_decl);
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}
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void SWRenderer::SetScissorRect(const MathUtil::Rectangle<int>& rc)
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{
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// BPFunctions calls SetScissorRect with the "best" scissor rect whenever the viewport or scissor
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// changes. However, the software renderer is actually able to use multiple scissor rects (which
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// is necessary in a few renderering edge cases, such as with Major Minor's Majestic March).
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// Thus, we use this as a signal to update the list of scissor rects, but ignore the parameter.
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Rasterizer::ScissorChanged();
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}
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} // namespace SW
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