mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-25 23:41:19 +01:00
3bdf7d3711
implemented donko's xfb in D3D: the bad things: *is solower in some cases, slower as opengl *it do not work in dual core mode, it seems direct3d has serious synchronization problems, to the other devs please if you can take a look and help me :) *real xfb still not working i have to give it more time to make it work. the good: *games that uses multiples xfbs will work now using the virtual XFB. *implemented a more hardware like approach to scaling, now to calculate the pixel scaling i use the xfb size not the efb so the screen pixels relation is more correct now. *simplified a little donko's virtual xfb to make it less memory consuming as xfb textures are the exact size of the scaled xfb and not full target width. * when it works even real xfb will let us use super sampling. I repeat this commit is totally unstable and in dual core mode it will for sure hang the emulator or at best give totally incorrect results. Other devs please help as thread sync is not one of my strong points :) i'll keep waiting for the comments an the -1 :) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5195 8ced0084-cf51-0410-be5f-012b33b47a6e
485 lines
11 KiB
C++
485 lines
11 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include <tchar.h>
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#include <windows.h>
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#include <d3dx9.h>
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#include "Common.h"
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#include "Atomic.h"
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#include "Thread.h"
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#include "LogManager.h"
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#include "debugger/debugger.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "Debugger/Debugger.h"
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GFXDebuggerDX9 *m_DebuggerFrame = NULL;
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#endif // HAVE_WX
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#include "svnrev.h"
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#include "resource.h"
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#include "main.h"
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#include "VideoConfig.h"
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#include "Fifo.h"
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#include "OpcodeDecoding.h"
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#include "TextureCache.h"
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#include "BPStructs.h"
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#include "VertexManager.h"
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#include "VertexLoaderManager.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderCache.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "OnScreenDisplay.h"
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#include "DlgSettings.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "W32Util/Misc.h"
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#include "EmuWindow.h"
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#include "VideoState.h"
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#include "XFBConvert.h"
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#include "render.h"
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#include "Utils.h"
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HINSTANCE g_hInstance = NULL;
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SVideoInitialize g_VideoInitialize;
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PLUGIN_GLOBALS* globals = NULL;
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static bool s_PluginInitialized = false;
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volatile u32 s_swapRequested = FALSE;
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static u32 s_efbAccessRequested = FALSE;
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static volatile u32 s_FifoShuttingDown = FALSE;
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static bool ForceSwap = true;
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static volatile struct
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{
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u32 xfbAddr;
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FieldType field;
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u32 fbWidth;
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u32 fbHeight;
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} s_beginFieldArgs;
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static volatile EFBAccessType s_AccessEFBType;
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bool HandleDisplayList(u32 address, u32 size)
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{
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return false;
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}
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bool IsD3D()
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{
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return true;
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}
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// This is used for the functions right below here which use wxwidgets
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#if defined(HAVE_WX) && HAVE_WX
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#ifdef _WIN32
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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wxWindow* GetParentedWxWindow(HWND Parent)
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{
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#ifdef _WIN32
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wxSetInstance((HINSTANCE)g_hInstance);
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#endif
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wxWindow *win = new wxWindow();
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#ifdef _WIN32
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win->SetHWND((WXHWND)Parent);
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win->AdoptAttributesFromHWND();
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#endif
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return win;
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}
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#endif
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void DllDebugger(HWND _hParent, bool Show)
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{
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#if defined(HAVE_WX) && HAVE_WX
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if (!m_DebuggerFrame)
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m_DebuggerFrame = new GFXDebuggerDX9(GetParentedWxWindow(_hParent));
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if (Show)
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m_DebuggerFrame->Show();
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else
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m_DebuggerFrame->Hide();
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#endif
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}
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#if defined(HAVE_WX) && HAVE_WX
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class wxDLLApp : public wxApp
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{
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bool OnInit()
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{
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return true;
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}
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpvReserved)
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{
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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{
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#if defined(HAVE_WX) && HAVE_WX
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wxSetInstance((HINSTANCE)hinstDLL);
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wxInitialize();
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#endif
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}
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break;
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case DLL_PROCESS_DETACH:
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#if defined(HAVE_WX) && HAVE_WX
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wxUninitialize();
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#endif
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break;
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}
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g_hInstance = hinstDLL;
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return TRUE;
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}
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unsigned int Callback_PeekMessages()
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{
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MSG msg;
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while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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return FALSE;
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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return TRUE;
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}
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void UpdateFPSDisplay(const char *text)
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{
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char temp[512];
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sprintf_s(temp, 512, "SVN R%i: DX9: %s", SVN_REV, text);
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SetWindowTextA(EmuWindow::GetWnd(), temp);
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}
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void GetDllInfo (PLUGIN_INFO* _PluginInfo)
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{
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_PluginInfo->Version = 0x0100;
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_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
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#ifdef DEBUGFAST
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sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9 (DebugFast)");
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#else
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#ifndef _DEBUG
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sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9");
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#else
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sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9 (Debug)");
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#endif
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {
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globals = _pPluginGlobals;
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LogManager::SetInstance((LogManager *)globals->logManager);
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}
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void DllAbout(HWND _hParent)
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{
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DialogBox(g_hInstance,(LPCTSTR)IDD_ABOUT,_hParent,(DLGPROC)AboutProc);
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}
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void DllConfig(HWND _hParent)
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{
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// If not initialized, only init D3D so we can enumerate resolutions.
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if (!s_PluginInitialized) D3D::Init();
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DlgSettings_Show(g_hInstance, _hParent);
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if (!s_PluginInitialized) D3D::Shutdown();
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}
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void Initialize(void *init)
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{
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frameCount = 0;
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SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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g_VideoInitialize = *_pVideoInitialize;
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InitXFBConvTables();
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g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx9.ini").c_str());
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g_Config.GameIniLoad(globals->game_ini);
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UpdateProjectionHack(g_Config.iPhackvalue); // DX9 projection hack could be disabled by commenting out this line
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UpdateActiveConfig();
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g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create((HWND)g_VideoInitialize.pWindowHandle, g_hInstance, _T("Loading - Please wait."));
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if (g_VideoInitialize.pWindowHandle == NULL)
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{
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ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
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return;
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}
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else if (FAILED(D3D::Init()))
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{
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MessageBox(GetActiveWindow(), _T("Unable to initialize Direct3D. Please make sure that you have the latest version of DirectX 9.0c correctly installed."), _T("Fatal Error"), MB_OK);
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return;
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}
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g_VideoInitialize.pPeekMessages = &Callback_PeekMessages;
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g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay;
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_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
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_pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
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_pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
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OSD::AddMessage("Dolphin Direct3D9 Video Plugin.", 5000);
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s_PluginInitialized = true;
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}
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void Video_Prepare()
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{
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// Better be safe...
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s_efbAccessRequested = FALSE;
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s_FifoShuttingDown = FALSE;
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s_swapRequested = FALSE;
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ForceSwap = true;
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Renderer::Init();
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TextureCache::Init();
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BPInit();
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VertexManager::Init();
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Fifo_Init();
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VertexLoaderManager::Init();
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OpcodeDecoder_Init();
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VertexShaderCache::Init();
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VertexShaderManager::Init();
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PixelShaderCache::Init();
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PixelShaderManager::Init();
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CommandProcessor::Init();
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PixelEngine::Init();
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}
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void Shutdown()
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{
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s_efbAccessRequested = FALSE;
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s_FifoShuttingDown = FALSE;
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s_swapRequested = FALSE;
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Fifo_Shutdown();
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VertexManager::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderCache::Shutdown();
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PixelShaderManager::Shutdown();
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TextureCache::Shutdown();
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OpcodeDecoder_Shutdown();
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Renderer::Shutdown();
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D3D::Shutdown();
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EmuWindow::Close();
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s_PluginInitialized = false;
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}
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void DoState(unsigned char **ptr, int mode) {
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// Clear texture cache because it might have written to RAM
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TextureCache::Invalidate(false);
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// No need to clear shader caches.
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PointerWrap p(ptr, mode);
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VideoCommon_DoState(p);
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}
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void EmuStateChange(PLUGIN_EMUSTATE newState)
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{
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Fifo_RunLoop((newState == PLUGIN_EMUSTATE_PLAY) ? true : false);
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}
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void Video_EnterLoop()
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{
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Fifo_EnterLoop(g_VideoInitialize);
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}
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void Video_ExitLoop()
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{
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Fifo_ExitLoop();
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s_FifoShuttingDown = TRUE;
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}
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void Video_SetRendering(bool bEnabled) {
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Fifo_SetRendering(bEnabled);
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}
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// Run from the graphics thread
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void VideoFifo_CheckSwapRequest()
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{
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if (Common::AtomicLoadAcquire(s_swapRequested))
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{
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if (ForceSwap || g_ActiveConfig.bUseXFB)
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{
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Renderer::Swap(s_beginFieldArgs.xfbAddr, s_beginFieldArgs.field, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
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}
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Common::AtomicStoreRelease(s_swapRequested, FALSE);
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}
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}
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inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
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{
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return !((aLower >= bUpper) || (bLower >= aUpper));
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}
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// Run from the graphics thread
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void VideoFifo_CheckSwapRequestAt(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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if (Common::AtomicLoadAcquire(s_swapRequested) && g_ActiveConfig.bUseXFB)
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{
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u32 aLower = xfbAddr;
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u32 aUpper = xfbAddr + 2 * fbWidth * fbHeight;
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u32 bLower = s_beginFieldArgs.xfbAddr;
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u32 bUpper = s_beginFieldArgs.xfbAddr + 2 * s_beginFieldArgs.fbWidth * s_beginFieldArgs.fbHeight;
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if (addrRangesOverlap(aLower, aUpper, bLower, bUpper))
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VideoFifo_CheckSwapRequest();
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}
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ForceSwap = false;
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}
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// Run from the CPU thread (from VideoInterface.cpp)
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void Video_BeginField(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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{
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if (s_PluginInitialized)
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{
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// Make sure previous swap request has made it to the screen
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if (g_VideoInitialize.bOnThread)
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{
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while (Common::AtomicLoadAcquire(s_swapRequested) && !s_FifoShuttingDown)
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//Common::SleepCurrentThread(1);
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Common::YieldCPU();
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}
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else
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VideoFifo_CheckSwapRequest();
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s_beginFieldArgs.xfbAddr = xfbAddr;
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s_beginFieldArgs.field = field;
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s_beginFieldArgs.fbWidth = fbWidth;
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s_beginFieldArgs.fbHeight = fbHeight;
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Common::AtomicStoreRelease(s_swapRequested, TRUE);
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}
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}
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void Video_EndField()
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{
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}
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void Video_AddMessage(const char* pstr, u32 milliseconds)
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{
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OSD::AddMessage(pstr,milliseconds);
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}
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HRESULT ScreenShot(const char *File)
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{
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Renderer::SetScreenshot(File);
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return S_OK;
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}
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void Video_Screenshot(const char *_szFilename)
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{
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if (ScreenShot(_szFilename) != S_OK)
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PanicAlert("Error while capturing screen");
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else {
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std::string message = "Saved ";
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message += _szFilename;
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OSD::AddMessage(message.c_str(), 2000);
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}
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}
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static struct
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{
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EFBAccessType type;
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u32 x;
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u32 y;
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} s_accessEFBArgs;
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static u32 s_AccessEFBResult = 0;
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void VideoFifo_CheckEFBAccess()
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{
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if (Common::AtomicLoadAcquire(s_efbAccessRequested))
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{
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s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y);
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Common::AtomicStoreRelease(s_efbAccessRequested, FALSE);
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}
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}
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u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y)
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{
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if (s_PluginInitialized)
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{
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s_accessEFBArgs.type = type;
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s_accessEFBArgs.x = x;
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s_accessEFBArgs.y = y;
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Common::AtomicStoreRelease(s_efbAccessRequested, TRUE);
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if (g_VideoInitialize.bOnThread)
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{
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while (Common::AtomicLoadAcquire(s_efbAccessRequested) && !s_FifoShuttingDown)
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Common::SleepCurrentThread(1);
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//Common::YieldCPU();
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}
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else
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VideoFifo_CheckEFBAccess();
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return s_AccessEFBResult;
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}
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return 0;
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}
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void Video_CommandProcessorRead16(u16& _rReturnValue, const u32 _Address)
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{
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CommandProcessor::Read16(_rReturnValue, _Address);
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}
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void Video_CommandProcessorWrite16(const u16 _Data, const u32 _Address)
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{
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CommandProcessor::Write16(_Data, _Address);
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}
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void Video_PixelEngineRead16(u16& _rReturnValue, const u32 _Address)
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{
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PixelEngine::Read16(_rReturnValue, _Address);
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}
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void Video_PixelEngineWrite16(const u16 _Data, const u32 _Address)
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{
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PixelEngine::Write16(_Data, _Address);
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}
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void Video_PixelEngineWrite32(const u32 _Data, const u32 _Address)
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{
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PixelEngine::Write32(_Data, _Address);
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}
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inline void Video_GatherPipeBursted(void)
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{
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CommandProcessor::GatherPipeBursted();
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}
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void Video_WaitForFrameFinish(void)
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{
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CommandProcessor::WaitForFrameFinish();
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}
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