// Copyright 2015 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/Null/NullRender.h" #include "VideoBackends/Null/NullBoundingBox.h" #include "VideoBackends/Null/NullTexture.h" #include "VideoCommon/AbstractPipeline.h" #include "VideoCommon/AbstractShader.h" #include "VideoCommon/NativeVertexFormat.h" #include "VideoCommon/VideoConfig.h" namespace Null { // Init functions Renderer::Renderer() : ::Renderer(1, 1, 1.0f, AbstractTextureFormat::RGBA8) { UpdateActiveConfig(); } Renderer::~Renderer() { UpdateActiveConfig(); } bool Renderer::IsHeadless() const { return true; } std::unique_ptr<AbstractTexture> Renderer::CreateTexture(const TextureConfig& config, [[maybe_unused]] std::string_view name) { return std::make_unique<NullTexture>(config); } std::unique_ptr<AbstractStagingTexture> Renderer::CreateStagingTexture(StagingTextureType type, const TextureConfig& config) { return std::make_unique<NullStagingTexture>(type, config); } class NullShader final : public AbstractShader { public: explicit NullShader(ShaderStage stage) : AbstractShader(stage) {} }; std::unique_ptr<AbstractShader> Renderer::CreateShaderFromSource(ShaderStage stage, [[maybe_unused]] std::string_view source, [[maybe_unused]] std::string_view name) { return std::make_unique<NullShader>(stage); } std::unique_ptr<AbstractShader> Renderer::CreateShaderFromBinary(ShaderStage stage, const void* data, size_t length, [[maybe_unused]] std::string_view name) { return std::make_unique<NullShader>(stage); } class NullPipeline final : public AbstractPipeline { }; std::unique_ptr<AbstractPipeline> Renderer::CreatePipeline(const AbstractPipelineConfig& config, const void* cache_data, size_t cache_data_length) { return std::make_unique<NullPipeline>(); } std::unique_ptr<AbstractFramebuffer> Renderer::CreateFramebuffer(AbstractTexture* color_attachment, AbstractTexture* depth_attachment) { return NullFramebuffer::Create(static_cast<NullTexture*>(color_attachment), static_cast<NullTexture*>(depth_attachment)); } std::unique_ptr<NativeVertexFormat> Renderer::CreateNativeVertexFormat(const PortableVertexDeclaration& vtx_decl) { return std::make_unique<NativeVertexFormat>(vtx_decl); } std::unique_ptr<BoundingBox> Renderer::CreateBoundingBox() const { return std::make_unique<NullBoundingBox>(); } } // namespace Null