mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-01-11 16:49:12 +01:00
7854bd7109
Separated UI from debugger functionality. Generally cleaned up that stuff. Most functionality needs to be reimplemented now, but will be available to D3D9, D3D11 as well as OpenGL then. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6523 8ced0084-cf51-0410-be5f-012b33b47a6e
300 lines
7.6 KiB
C++
300 lines
7.6 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 "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 "XFBConvert.h"
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#include "render.h"
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#include "DLCache.h"
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HINSTANCE g_hInstance = NULL;
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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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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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void *DllDebugger(void *_hParent, bool Show)
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{
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#if defined(HAVE_WX) && HAVE_WX
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return new GFXDebuggerPanel((wxWindow*)_hParent);
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#else
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return NULL;
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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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TCHAR temp[512];
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swprintf_s(temp, 512, _T("SVN R%s: DX9: %hs"), svn_rev_str, text);
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SetWindowText(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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#elif defined _DEBUG
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sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9 (Debug)");
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#else
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sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9");
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
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{
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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 InitBackendInfo()
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{
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g_Config.backend_info.APIType = API_D3D9;
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g_Config.backend_info.bUseRGBATextures = true;
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g_Config.backend_info.bSupportsEFBToRAM = true;
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g_Config.backend_info.bSupportsRealXFB = true;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bAllowSignedBytes = false;
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g_Config.backend_info.bSupportsDualSourceBlend = false;
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}
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void DllConfig(void *_hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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InitBackendInfo();
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// If not initialized, only init D3D so we can enumerate resolutions.
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if (!s_PluginInitialized)
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D3D::Init();
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// adapters
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g_Config.backend_info.Adapters.clear();
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for (int i = 0; i < D3D::GetNumAdapters(); ++i)
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g_Config.backend_info.Adapters.push_back(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 < D3D::GetNumAdapters())
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{
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const D3D::Adapter &adapter = 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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VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)_hParent, "Direct3D9", "gfx_dx9");
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diag->ShowModal();
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diag->Destroy();
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if (!s_PluginInitialized)
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D3D::Shutdown();
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#endif
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}
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void Initialize(void *init)
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{
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InitBackendInfo();
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frameCount = 0;
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SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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// Create a shortcut to _pVideoInitialize that can also update it
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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_ICONERROR|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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// Now the window handle is written
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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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// internal interfaces
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g_renderer = new DX9::Renderer;
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g_texture_cache = new DX9::TextureCache;
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g_vertex_manager = new DX9::VertexManager;
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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 plugin is ready
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g_VideoInitialize.pCoreMessage(WM_USER_CREATE);
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}
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void Shutdown()
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{
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s_PluginInitialized = false;
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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_vertex_manager;
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delete g_texture_cache;
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delete g_renderer;
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D3D::Shutdown();
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EmuWindow::Close();
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}
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void DoState(unsigned char **ptr, int mode)
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{
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// Clear texture cache because it might have written to RAM
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CommandProcessor::FifoCriticalEnter();
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TextureCache::Invalidate(false);
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CommandProcessor::FifoCriticalLeave();
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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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