Jasper St. Pierre 7ca8d8dfc7 Core: Don't pass through a reference to the window handle
Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.

This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().

A future cleanup could remove g_pWindowHandle entirely.
2014-08-19 10:05:58 -04:00

234 lines
5.7 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <string>
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/StringUtil.h"
#include "Common/Logging/LogManager.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/Globals.h"
#include "VideoBackends/D3D/PerfQuery.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoBackends/D3D/VideoBackend.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.h"
namespace DX11
{
unsigned int VideoBackend::PeekMessages()
{
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return FALSE;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return TRUE;
}
void VideoBackend::UpdateFPSDisplay(const std::string& text)
{
std::string str = StringFromFormat("%s | D3D | %s", scm_rev_str, text.c_str());
SetWindowTextA((HWND)m_window_handle, str.c_str());
}
std::string VideoBackend::GetName() const
{
return "D3D";
}
std::string VideoBackend::GetDisplayName() const
{
return "Direct3D";
}
void InitBackendInfo()
{
HRESULT hr = DX11::D3D::LoadDXGI();
if (SUCCEEDED(hr)) hr = DX11::D3D::LoadD3D();
if (FAILED(hr))
{
DX11::D3D::UnloadDXGI();
return;
}
g_Config.backend_info.APIType = API_D3D;
g_Config.backend_info.bUseRGBATextures = true; // the GX formats barely match any D3D11 formats
g_Config.backend_info.bUseMinimalMipCount = true;
g_Config.backend_info.bSupportsExclusiveFullscreen = true;
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
IDXGIFactory* factory;
IDXGIAdapter* ad;
hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr))
PanicAlert("Failed to create IDXGIFactory object");
// adapters
g_Config.backend_info.Adapters.clear();
g_Config.backend_info.AAModes.clear();
while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND)
{
const size_t adapter_index = g_Config.backend_info.Adapters.size();
DXGI_ADAPTER_DESC desc;
ad->GetDesc(&desc);
// TODO: These don't get updated on adapter change, yet
if (adapter_index == g_Config.iAdapter)
{
std::string samples;
std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
for (unsigned int i = 0; i < modes.size(); ++i)
{
if (i == 0)
samples = _trans("None");
else if (modes[i].Quality)
samples = StringFromFormat(_trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality);
else
samples = StringFromFormat(_trans("%d samples"), modes[i].Count);
g_Config.backend_info.AAModes.push_back(samples);
}
// Requires the earlydepthstencil attribute (only available in shader model 5)
g_Config.backend_info.bSupportsEarlyZ = (DX11::D3D::GetFeatureLevel(ad) == D3D_FEATURE_LEVEL_11_0);
}
g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
ad->Release();
}
factory->Release();
// Clear ppshaders string vector
g_Config.backend_info.PPShaders.clear();
DX11::D3D::UnloadDXGI();
DX11::D3D::UnloadD3D();
}
void VideoBackend::ShowConfig(void *hParent)
{
InitBackendInfo();
Host_ShowVideoConfig(hParent, GetDisplayName(), "gfx_dx11");
}
bool VideoBackend::Initialize(void *window_handle)
{
if (window_handle == nullptr)
return false;
InitializeShared();
InitBackendInfo();
frameCount = 0;
g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "gfx_dx11.ini");
g_Config.GameIniLoad();
g_Config.UpdateProjectionHack();
g_Config.VerifyValidity();
UpdateActiveConfig();
m_window_handle = window_handle;
s_BackendInitialized = true;
return true;
}
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);
}
void VideoBackend::Shutdown()
{
s_BackendInitialized = false;
// TODO: should be in Video_Cleanup
if (g_renderer)
{
s_efbAccessRequested = FALSE;
s_FifoShuttingDown = FALSE;
s_swapRequested = FALSE;
// VideoCommon
Fifo_Shutdown();
CommandProcessor::Shutdown();
PixelShaderManager::Shutdown();
VertexShaderManager::Shutdown();
OpcodeDecoder_Shutdown();
VertexLoaderManager::Shutdown();
// internal interfaces
D3D::ShutdownUtils();
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
delete g_perf_query;
delete g_vertex_manager;
delete g_texture_cache;
delete g_renderer;
g_renderer = nullptr;
g_texture_cache = nullptr;
}
}
void VideoBackend::Video_Cleanup() {
}
}