Beispiel #1
0
void VideoBackend::Video_Prepare()
{
	// Better be safe...
	s_efbAccessRequested = FALSE;
	s_FifoShuttingDown = FALSE;
	s_swapRequested = FALSE;

	// internal interfaces
	g_renderer = new Renderer(m_window_handle);
	g_texture_cache = new TextureCache;
	g_vertex_manager = new VertexManager;
	g_perf_query = new PerfQuery;
	VertexShaderCache::Init();
	PixelShaderCache::Init();
	D3D::InitUtils();

	// VideoCommon
	BPInit();
	Fifo_Init();
	IndexGenerator::Init();
	VertexLoaderManager::Init();
	OpcodeDecoder_Init();
	VertexShaderManager::Init();
	PixelShaderManager::Init();
	CommandProcessor::Init();
	PixelEngine::Init();

	// Tell the host that the window is ready
	Host_Message(WM_USER_CREATE);
}
Beispiel #2
0
void VideoBackend::Video_Prepare()
{
	// internal interfaces
	g_renderer = new Renderer(m_window_handle);
	g_texture_cache = new TextureCache;
	g_vertex_manager = new VertexManager;
	g_perf_query = new PerfQuery;
	VertexShaderCache::Init();
	PixelShaderCache::Init();
	GeometryShaderCache::Init();
	D3D::InitUtils();

	// VideoCommon
	BPInit();
	Fifo_Init();
	IndexGenerator::Init();
	VertexLoaderManager::Init();
	OpcodeDecoder_Init();
	VertexShaderManager::Init();
	PixelShaderManager::Init();
	GeometryShaderManager::Init();
	CommandProcessor::Init();
	PixelEngine::Init();
	BBox::Init();

	// Tell the host that the window is ready
	Host_Message(WM_USER_CREATE);
}
Beispiel #3
0
// This is called after Initialize() from the Core
// Run from the graphics thread
void VideoBackend::Video_Prepare()
{
	GLInterface->MakeCurrent();

	g_renderer = std::make_unique<Renderer>();

	CommandProcessor::Init();
	PixelEngine::Init();

	BPInit();
	g_vertex_manager = std::make_unique<VertexManager>();
	g_perf_query = GetPerfQuery();
	Fifo_Init(); // must be done before OpcodeDecoder_Init()
	OpcodeDecoder_Init();
	IndexGenerator::Init();
	VertexShaderManager::Init();
	PixelShaderManager::Init();
	GeometryShaderManager::Init();
	ProgramShaderCache::Init();
	g_texture_cache = std::make_unique<TextureCache>();
	g_sampler_cache = std::make_unique<SamplerCache>();
	Renderer::Init();
	VertexLoaderManager::Init();
	TextureConverter::Init();
	BoundingBox::Init();

	// Notify the core that the video backend is ready
	Host_Message(WM_USER_CREATE);
}
Beispiel #4
0
void VideoBackend::Video_Prepare()
{
	// Better be safe...
	s_efbAccessRequested = FALSE;
	s_FifoShuttingDown = FALSE;
	s_swapRequested = FALSE;

	// internal interfaces
	g_vertex_manager = new VertexManager;
	g_renderer = new Renderer;
	g_texture_cache = new TextureCache;		
	// VideoCommon
	BPInit();
	Fifo_Init();
	VertexLoaderManager::Init();
	OpcodeDecoder_Init();
	VertexShaderManager::Init();
	PixelShaderManager::Init();
	CommandProcessor::Init();
	PixelEngine::Init();
	DLCache::Init();

	// Notify the core that the video backend is ready
	Host_Message(WM_USER_CREATE);
}
Beispiel #5
0
// This is called after Initialize() from the Core
// Run from the graphics thread
void VideoBackend::Video_Prepare()
{
	GLInterface->MakeCurrent();

	g_renderer = new Renderer;

	CommandProcessor::Init();
	PixelEngine::Init();

	BPInit();
	g_vertex_manager = new VertexManager;
	g_perf_query = new PerfQuery;
	Fifo_Init(); // must be done before OpcodeDecoder_Init()
	OpcodeDecoder_Init();
	IndexGenerator::Init();
	VertexShaderManager::Init();
	PixelShaderManager::Init();
	ProgramShaderCache::Init();
	g_texture_cache = new TextureCache();
	g_sampler_cache = new SamplerCache();
	Renderer::Init();
	VertexLoaderManager::Init();
	TextureConverter::Init();

	// Notify the core that the video backend is ready
	Host_Message(WM_USER_CREATE);
}
Beispiel #6
0
// This is called after Initialize() from the Core
// Run from the graphics thread
void VideoBackend::Video_Prepare()
{
	GLInterface->MakeCurrent();

	g_renderer = new Renderer;

	s_efbAccessRequested = false;
	s_FifoShuttingDown = false;
	s_swapRequested = false;

	CommandProcessor::Init();
	PixelEngine::Init();

	g_texture_cache = new TextureCache;

	BPInit();
	g_vertex_manager = new VertexManager;
	Fifo_Init(); // must be done before OpcodeDecoder_Init()
	OpcodeDecoder_Init();
	VertexShaderCache::Init();
	VertexShaderManager::Init();
	PixelShaderCache::Init();
	PixelShaderManager::Init();
	PostProcessing::Init();
	GL_REPORT_ERRORD();
	VertexLoaderManager::Init();
	TextureConverter::Init();
	DLCache::Init();

	// Notify the core that the video backend is ready
	Host_Message(WM_USER_CREATE);
}