mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-13 09:39:11 +01:00
5230146c73
So to compensate lets bring back some speed to the emulation. change a little the way the vertex are send to the gpu, This first implementation changes dx9 a lot and dx11 a little to increase the parallelism between the cpu and gpu. ogl: is my next step in ogl is a little more trickier so i have to take a little more time. the original concept is Marcos idea, with my little touch to make it even more faster. what to look for: SPEEEEEDDD :). please test it a lot and let me know if you see any problem. in dx9 the code is prepared to fall back to the previous implementation if your card does not support the amount of buffers needed. So if you did not experience any speed gains you know where is the problem :). for the ones with more experience and compression of the code please test changing the amount and size of the buffers to tune this for your specific machine. The current values are the sweet spot for my machine. All must Thanks Marcos, I hate him for giving good ideas when I'm full of work.
221 lines
5.6 KiB
C++
221 lines
5.6 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 "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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#if defined(HAVE_WX) && HAVE_WX
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#include "VideoConfigDiag.h"
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#endif // HAVE_WX
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#if defined(HAVE_WX) && HAVE_WX
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#include "Debugger/DebuggerPanel.h"
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#endif // HAVE_WX
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#include "MainBase.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 "FramebufferManager.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 "D3DTexture.h"
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#include "D3DUtil.h"
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#include "EmuWindow.h"
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#include "VideoState.h"
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#include "render.h"
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#include "DLCache.h"
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#include "IniFile.h"
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#include "Core.h"
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#include "Host.h"
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#include "ConfigManager.h"
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#include "VideoBackend.h"
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namespace DX9
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{
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unsigned int VideoBackend::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 VideoBackend::UpdateFPSDisplay(const char *text)
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{
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TCHAR temp[512];
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swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX9 | %hs"), scm_rev_str, text);
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EmuWindow::SetWindowText(temp);
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}
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std::string VideoBackend::GetName()
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{
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return "Direct3D9";
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}
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void InitBackendInfo()
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{
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DX9::D3D::Init();
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const int shaderModel = ((DX9::D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
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const int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
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g_Config.backend_info.APIType = shaderModel < 3 ? API_D3D9_SM20 :API_D3D9_SM30;
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g_Config.backend_info.bUseRGBATextures = false;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsDualSourceBlend = false;
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
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// adapters
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g_Config.backend_info.Adapters.clear();
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for (int i = 0; i < DX9::D3D::GetNumAdapters(); ++i)
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g_Config.backend_info.Adapters.push_back(DX9::D3D::GetAdapter(i).ident.Description);
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// aamodes
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g_Config.backend_info.AAModes.clear();
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if (g_Config.iAdapter < DX9::D3D::GetNumAdapters())
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{
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const DX9::D3D::Adapter &adapter = DX9::D3D::GetAdapter(g_Config.iAdapter);
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for (int i = 0; i < (int)adapter.aa_levels.size(); ++i)
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g_Config.backend_info.AAModes.push_back(adapter.aa_levels[i].name);
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}
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// Clear ppshaders string vector
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g_Config.backend_info.PPShaders.clear();
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DX9::D3D::Shutdown();
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}
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void VideoBackend::ShowConfig(void* parent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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InitBackendInfo();
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VideoConfigDiag diag((wxWindow*)parent, _trans("Direct3D9"), "gfx_dx9");
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diag.ShowModal();
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#endif
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}
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bool VideoBackend::Initialize(void *&window_handle)
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{
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InitializeShared();
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InitBackendInfo();
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frameCount = 0;
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g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_dx9.ini").c_str());
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g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str());
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g_Config.UpdateProjectionHack();
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g_Config.VerifyValidity();
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UpdateActiveConfig();
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window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait."));
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if (window_handle == 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 false;
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}
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else if (FAILED(DX9::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_ICONERROR|MB_OK);
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return false;
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}
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s_BackendInitialized = true;
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return true;
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}
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void VideoBackend::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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// internal interfaces
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g_vertex_manager = new VertexManager;
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g_renderer = new Renderer;
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g_texture_cache = new TextureCache;
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// VideoCommon
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BPInit();
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Fifo_Init();
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VertexLoaderManager::Init();
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OpcodeDecoder_Init();
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VertexShaderManager::Init();
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PixelShaderManager::Init();
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CommandProcessor::Init();
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PixelEngine::Init();
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DLCache::Init();
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// Notify the core that the video backend is ready
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Host_Message(WM_USER_CREATE);
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}
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void VideoBackend::Shutdown()
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{
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s_BackendInitialized = false;
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if (g_renderer)
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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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// VideoCommon
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DLCache::Shutdown();
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Fifo_Shutdown();
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CommandProcessor::Shutdown();
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PixelShaderManager::Shutdown();
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VertexShaderManager::Shutdown();
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OpcodeDecoder_Shutdown();
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VertexLoaderManager::Shutdown();
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// internal interfaces
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PixelShaderCache::Shutdown();
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VertexShaderCache::Shutdown();
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delete g_texture_cache;
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delete g_renderer;
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delete g_vertex_manager;
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g_renderer = NULL;
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g_texture_cache = NULL;
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}
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D3D::Shutdown();
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}
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}
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