Update MultiHawk's DisplayManager. Because I was testing out multiple D3D controls.
This commit is contained in:
parent
93aeffe69e
commit
676da1002d
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@ -38,9 +38,10 @@ namespace BizHawk.Client.EmuHawk
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public DisplayManager(PresentationPanel presentationPanel)
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public DisplayManager(PresentationPanel presentationPanel)
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{
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{
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GL = GlobalWin.GL;
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GL = GlobalWin.GL;
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GLManager = GlobalWin.GLManager;
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this.presentationPanel = presentationPanel;
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this.presentationPanel = presentationPanel;
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GraphicsControl = this.presentationPanel.GraphicsControl;
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GraphicsControl = this.presentationPanel.GraphicsControl;
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CR_GraphicsControl = GlobalWin.GLManager.GetContextForGraphicsControl(GraphicsControl);
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CR_GraphicsControl = GLManager.GetContextForGraphicsControl(GraphicsControl);
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//it's sort of important for these to be initialized to something nonzero
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//it's sort of important for these to be initialized to something nonzero
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currEmuWidth = currEmuHeight = 1;
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currEmuWidth = currEmuHeight = 1;
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@ -108,7 +109,7 @@ namespace BizHawk.Client.EmuHawk
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foreach (var f in ShaderChainFrugalizers)
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foreach (var f in ShaderChainFrugalizers)
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if (f != null)
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if (f != null)
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f.Dispose();
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f.Dispose();
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foreach (var s in new [] { ShaderChain_hq2x, ShaderChain_scanlines, ShaderChain_bicubic, ShaderChain_user })
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foreach (var s in new[] { ShaderChain_hq2x, ShaderChain_scanlines, ShaderChain_bicubic, ShaderChain_user })
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if (s != null)
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if (s != null)
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s.Dispose();
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s.Dispose();
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TheOneFont.Dispose();
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TheOneFont.Dispose();
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@ -116,7 +117,8 @@ namespace BizHawk.Client.EmuHawk
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}
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}
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//rendering resources:
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//rendering resources:
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public IGL GL;
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IGL GL;
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GLManager GLManager;
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StringRenderer TheOneFont;
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StringRenderer TheOneFont;
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IGuiRenderer Renderer;
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IGuiRenderer Renderer;
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@ -352,7 +354,6 @@ namespace BizHawk.Client.EmuHawk
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return new Point((int)v.X, (int)v.Y);
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return new Point((int)v.X, (int)v.Y);
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}
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}
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/// <summary>
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/// <summary>
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/// This will receive an emulated output frame from an IVideoProvider and run it through the complete frame processing pipeline
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/// This will receive an emulated output frame from an IVideoProvider and run it through the complete frame processing pipeline
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/// Then it will stuff it into the bound PresentationPanel.
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/// Then it will stuff it into the bound PresentationPanel.
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@ -369,7 +370,6 @@ namespace BizHawk.Client.EmuHawk
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simulate = displayNothing,
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simulate = displayNothing,
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chain_outsize = GraphicsControl.Size,
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chain_outsize = GraphicsControl.Size,
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includeOSD = true,
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includeOSD = true,
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};
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};
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UpdateSourceInternal(job);
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UpdateSourceInternal(job);
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}
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}
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@ -440,7 +440,6 @@ namespace BizHawk.Client.EmuHawk
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}
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}
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}
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}
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/// <summary>
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/// <summary>
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/// Attempts to calculate a good client size with the given zoom factor, considering the user's DisplayManager preferences
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/// Attempts to calculate a good client size with the given zoom factor, considering the user's DisplayManager preferences
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/// TODO - this needs to be redone with a concept different from zoom factor.
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/// TODO - this needs to be redone with a concept different from zoom factor.
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@ -515,7 +514,7 @@ namespace BizHawk.Client.EmuHawk
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for (int i = 1; i < zoom;i++)
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for (int i = 1; i < zoom;i++)
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{
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{
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//would not be good to run this per frame, but it seems to only run when the resolution changes, etc.
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//would not be good to run this per frame, but it seems to only run when the resolution changes, etc.
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Vector2[] trials = new [] {
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Vector2[] trials = new[] {
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PS + new Vector2(1, 0),
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PS + new Vector2(1, 0),
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PS + new Vector2(0, 1),
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PS + new Vector2(0, 1),
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PS + new Vector2(1, 1)
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PS + new Vector2(1, 1)
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@ -608,7 +607,7 @@ namespace BizHawk.Client.EmuHawk
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//no drawing actually happens. it's important not to begin drawing on a control
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//no drawing actually happens. it's important not to begin drawing on a control
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if (!job.simulate && !job.offscreen)
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if (!job.simulate && !job.offscreen)
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{
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{
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GlobalWin.GLManager.Activate(CR_GraphicsControl);
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GLManager.Activate(CR_GraphicsControl);
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}
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}
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IVideoProvider videoProvider = job.videoProvider;
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IVideoProvider videoProvider = job.videoProvider;
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@ -741,7 +740,7 @@ namespace BizHawk.Client.EmuHawk
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//for now, it's assumed that the presentation panel is the main window, but that may not always be true
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//for now, it's assumed that the presentation panel is the main window, but that may not always be true
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if (vsync && Global.Config.DispAlternateVsync && Global.Config.VSyncThrottle)
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if (vsync && Global.Config.DispAlternateVsync && Global.Config.VSyncThrottle)
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{
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{
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dx9 = GlobalWin.GL as IGL_SlimDX9;
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dx9 = GL as IGL_SlimDX9;
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if (dx9 != null)
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if (dx9 != null)
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{
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{
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alternateVsync = true;
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alternateVsync = true;
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@ -776,7 +775,7 @@ namespace BizHawk.Client.EmuHawk
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CurrentFilterProgram.RenderTargetProvider = new DisplayManagerRenderTargetProvider((size) => ShaderChainFrugalizers[rtCounter++].Get(size));
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CurrentFilterProgram.RenderTargetProvider = new DisplayManagerRenderTargetProvider((size) => ShaderChainFrugalizers[rtCounter++].Get(size));
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GlobalWin.GL.BeginScene();
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GL.BeginScene();
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//run filter chain
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//run filter chain
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Texture2d texCurr = null;
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Texture2d texCurr = null;
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@ -972,7 +971,6 @@ namespace BizHawk.Client.EmuHawk
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public readonly StringRenderer font;
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public readonly StringRenderer font;
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}
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}
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IBlitterFont IBlitter.GetFontType(string fontType) { return new FontWrapper(Owner.TheOneFont); }
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IBlitterFont IBlitter.GetFontType(string fontType) { return new FontWrapper(Owner.TheOneFont); }
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void IBlitter.DrawString(string s, IBlitterFont font, Color color, float x, float y)
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void IBlitter.DrawString(string s, IBlitterFont font, Color color, float x, float y)
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{
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{
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@ -988,8 +986,5 @@ namespace BizHawk.Client.EmuHawk
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}
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}
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public Rectangle ClipBounds { get; set; }
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public Rectangle ClipBounds { get; set; }
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}
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}
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}
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}
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}
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}
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@ -14,6 +14,7 @@ using BizHawk.Client.EmuHawk.FilterManager;
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using BizHawk.Bizware.BizwareGL;
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using BizHawk.Bizware.BizwareGL;
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using OpenTK;
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using OpenTK;
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using BizHawk.Bizware.BizwareGL.Drivers.SlimDX;
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using BizHawk.Bizware.BizwareGL.Drivers.GdiPlus;
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using BizHawk.Bizware.BizwareGL.Drivers.GdiPlus;
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namespace BizHawk.Client.MultiHawk
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namespace BizHawk.Client.MultiHawk
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@ -27,7 +28,7 @@ namespace BizHawk.Client.MultiHawk
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{
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{
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class DisplayManagerRenderTargetProvider : IRenderTargetProvider
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class DisplayManagerRenderTargetProvider : IRenderTargetProvider
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{
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{
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DisplayManagerRenderTargetProvider(Func<Size, RenderTarget> callback) { Callback = callback; }
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public DisplayManagerRenderTargetProvider(Func<Size, RenderTarget> callback) { Callback = callback; }
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Func<Size, RenderTarget> Callback;
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Func<Size, RenderTarget> Callback;
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RenderTarget IRenderTargetProvider.Get(Size size)
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RenderTarget IRenderTargetProvider.Get(Size size)
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{
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{
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@ -38,10 +39,10 @@ namespace BizHawk.Client.MultiHawk
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public DisplayManager(PresentationPanel presentationPanel, IGL gl, GLManager glManager)
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public DisplayManager(PresentationPanel presentationPanel, IGL gl, GLManager glManager)
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{
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{
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GL = gl;
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GL = gl;
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GLManager = glManager;
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this.presentationPanel = presentationPanel;
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this.presentationPanel = presentationPanel;
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GraphicsControl = this.presentationPanel.GraphicsControl;
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GraphicsControl = this.presentationPanel.GraphicsControl;
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CR_GraphicsControl = glManager.GetContextForGraphicsControl(GraphicsControl);
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CR_GraphicsControl = GLManager.GetContextForGraphicsControl(GraphicsControl);
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_glManager = glManager;
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//it's sort of important for these to be initialized to something nonzero
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//it's sort of important for these to be initialized to something nonzero
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currEmuWidth = currEmuHeight = 1;
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currEmuWidth = currEmuHeight = 1;
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@ -53,7 +54,7 @@ namespace BizHawk.Client.MultiHawk
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else
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else
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Renderer = new GDIPlusGuiRenderer((BizHawk.Bizware.BizwareGL.Drivers.GdiPlus.IGL_GdiPlus)GL);
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Renderer = new GDIPlusGuiRenderer((BizHawk.Bizware.BizwareGL.Drivers.GdiPlus.IGL_GdiPlus)GL);
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VideoTextureFrugalizer = new BizHawk.Client.EmuHawk.TextureFrugalizer(GL);
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VideoTextureFrugalizer = new TextureFrugalizer(GL);
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ShaderChainFrugalizers = new RenderTargetFrugalizer[16]; //hacky hardcoded limit.. need some other way to manage these
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ShaderChainFrugalizers = new RenderTargetFrugalizer[16]; //hacky hardcoded limit.. need some other way to manage these
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for (int i = 0; i < 16; i++)
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for (int i = 0; i < 16; i++)
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@ -76,12 +77,13 @@ namespace BizHawk.Client.MultiHawk
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foreach (var f in ShaderChainFrugalizers)
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foreach (var f in ShaderChainFrugalizers)
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if (f != null)
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if (f != null)
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f.Dispose();
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f.Dispose();
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Renderer.Dispose();
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}
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}
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//rendering resources:
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//rendering resources:
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public IGL GL;
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IGL GL;
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GLManager GLManager;
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IGuiRenderer Renderer;
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IGuiRenderer Renderer;
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private GLManager _glManager;
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//layer resources
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//layer resources
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PresentationPanel presentationPanel; //well, its the final layer's target, at least
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PresentationPanel presentationPanel; //well, its the final layer's target, at least
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@ -91,14 +93,29 @@ namespace BizHawk.Client.MultiHawk
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/// <summary>
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/// <summary>
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/// these variables will track the dimensions of the last frame's (or the next frame? this is confusing) emulator native output size
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/// these variables will track the dimensions of the last frame's (or the next frame? this is confusing) emulator native output size
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/// THIS IS OLD JUNK. I should get rid of it, I think. complex results from the last filter ingestion should be saved instead.
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/// </summary>
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/// </summary>
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int currEmuWidth, currEmuHeight;
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int currEmuWidth, currEmuHeight;
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BizHawk.Client.EmuHawk.TextureFrugalizer VideoTextureFrugalizer;
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/// <summary>
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Dictionary<string, BizHawk.Client.EmuHawk.TextureFrugalizer> LuaSurfaceFrugalizers = new Dictionary<string, BizHawk.Client.EmuHawk.TextureFrugalizer>();
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/// additional pixels added at the unscaled level for the use of lua drawing. essentially increases the input video provider dimensions
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RenderTargetFrugalizer[] ShaderChainFrugalizers;
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/// </summary>
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public System.Windows.Forms.Padding GameExtraPadding;
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BizHawk.Client.EmuHawk.Filters.RetroShaderChain ShaderChain_user;
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/// <summary>
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/// additional pixels added at the native level for the use of lua drawing. essentially just gets tacked onto the final calculated window sizes.
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/// </summary>
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public System.Windows.Forms.Padding ClientExtraPadding;
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/// <summary>
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/// custom fonts that don't need to be installed on the user side
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/// </summary>
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public System.Drawing.Text.PrivateFontCollection CustomFonts = new System.Drawing.Text.PrivateFontCollection();
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TextureFrugalizer VideoTextureFrugalizer;
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Dictionary<string, TextureFrugalizer> LuaSurfaceFrugalizers = new Dictionary<string, TextureFrugalizer>();
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RenderTargetFrugalizer[] ShaderChainFrugalizers;
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EmuHawk.Filters.RetroShaderChain ShaderChain_user;
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public void RefreshUserShader()
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public void RefreshUserShader()
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{
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{
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@ -108,22 +125,43 @@ namespace BizHawk.Client.MultiHawk
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{
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{
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var fi = new FileInfo(Global.Config.DispUserFilterPath);
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var fi = new FileInfo(Global.Config.DispUserFilterPath);
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using (var stream = fi.OpenRead())
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using (var stream = fi.OpenRead())
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ShaderChain_user = new BizHawk.Client.EmuHawk.Filters.RetroShaderChain(GL, new BizHawk.Client.EmuHawk.Filters.RetroShaderPreset(stream), Path.GetDirectoryName(Global.Config.DispUserFilterPath));
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ShaderChain_user = new EmuHawk.Filters.RetroShaderChain(GL, new EmuHawk.Filters.RetroShaderPreset(stream), Path.GetDirectoryName(Global.Config.DispUserFilterPath));
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}
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}
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}
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}
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System.Windows.Forms.Padding CalculateCompleteContentPadding(bool user, bool source)
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{
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var padding = new System.Windows.Forms.Padding();
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if(user)
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padding += GameExtraPadding;
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//an experimental feature
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if(source)
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if (Global.Emulator is BizHawk.Emulation.Cores.Sony.PSX.Octoshock)
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{
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var psx = Global.Emulator as BizHawk.Emulation.Cores.Sony.PSX.Octoshock;
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var core_padding = psx.VideoProvider_Padding;
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padding.Left += core_padding.Width / 2;
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padding.Right += core_padding.Width - core_padding.Width / 2;
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padding.Top += core_padding.Height / 2;
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padding.Bottom += core_padding.Height - core_padding.Height / 2;
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}
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return padding;
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}
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FilterProgram BuildDefaultChain(Size chain_insize, Size chain_outsize, bool includeOSD)
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FilterProgram BuildDefaultChain(Size chain_insize, Size chain_outsize, bool includeOSD)
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{
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{
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//select user special FX shader chain
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//select user special FX shader chain
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Dictionary<string, object> selectedChainProperties = new Dictionary<string, object>();
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Dictionary<string, object> selectedChainProperties = new Dictionary<string, object>();
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BizHawk.Client.EmuHawk.Filters.RetroShaderChain selectedChain = null;
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EmuHawk.Filters.RetroShaderChain selectedChain = null;
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if (Global.Config.TargetDisplayFilter == 3 && ShaderChain_user != null && ShaderChain_user.Available)
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if (Global.Config.TargetDisplayFilter == 3 && ShaderChain_user != null && ShaderChain_user.Available)
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selectedChain = ShaderChain_user;
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selectedChain = ShaderChain_user;
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BizHawk.Client.EmuHawk.Filters.FinalPresentation fPresent = new BizHawk.Client.EmuHawk.Filters.FinalPresentation(chain_outsize);
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EmuHawk.Filters.FinalPresentation fPresent = new EmuHawk.Filters.FinalPresentation(chain_outsize);
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BizHawk.Client.EmuHawk.Filters.SourceImage fInput = new BizHawk.Client.EmuHawk.Filters.SourceImage(chain_insize);
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EmuHawk.Filters.SourceImage fInput = new EmuHawk.Filters.SourceImage(chain_insize);
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BizHawk.Client.EmuHawk.Filters.OSD fOSD = new BizHawk.Client.EmuHawk.Filters.OSD();
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EmuHawk.Filters.OSD fOSD = new EmuHawk.Filters.OSD();
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fOSD.RenderCallback = () =>
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fOSD.RenderCallback = () =>
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{
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{
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if (!includeOSD)
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if (!includeOSD)
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@ -139,11 +177,41 @@ namespace BizHawk.Client.MultiHawk
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//add the first filter, encompassing output from the emulator core
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//add the first filter, encompassing output from the emulator core
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chain.AddFilter(fInput, "input");
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chain.AddFilter(fInput, "input");
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//choose final filter
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//if a non-zero padding is required, add a filter to allow for that
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BizHawk.Client.EmuHawk.Filters.FinalPresentation.eFilterOption finalFilter = BizHawk.Client.EmuHawk.Filters.FinalPresentation.eFilterOption.None;
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//note, we have two sources of padding right now.. one can come from the videoprovider and one from the user.
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if (Global.Config.DispFinalFilter == 1) finalFilter = BizHawk.Client.EmuHawk.Filters.FinalPresentation.eFilterOption.Bilinear;
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//we're combining these now and just using black, for sake of being lean, despite the discussion below:
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if (Global.Config.DispFinalFilter == 2) finalFilter = BizHawk.Client.EmuHawk.Filters.FinalPresentation.eFilterOption.Bicubic;
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//keep in mind, the videoprovider design in principle might call for another color.
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//we havent really been using this very hard, but users will probably want black there (they could fill it to another color if needed tho)
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var padding = CalculateCompleteContentPadding(true,true);
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if (padding.Vertical != 0 || padding.Horizontal != 0)
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{
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//TODO - add another filter just for this, its cumbersome to use final presentation... I think. but maybe theres enough similarities to justify it.
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Size size = chain_insize;
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size.Width += padding.Horizontal;
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size.Height += padding.Vertical;
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EmuHawk.Filters.FinalPresentation fPadding = new EmuHawk.Filters.FinalPresentation(size);
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chain.AddFilter(fPadding, "padding");
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fPadding.GuiRenderer = Renderer;
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fPadding.GL = GL;
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fPadding.Config_PadOnly = true;
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fPadding.Padding = padding;
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}
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if (Global.Config.DispPrescale != 1)
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{
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EmuHawk.Filters.PrescaleFilter fPrescale = new EmuHawk.Filters.PrescaleFilter() { Scale = Global.Config.DispPrescale };
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chain.AddFilter(fPrescale, "user_prescale");
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}
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//AutoPrescale makes no sense for a None final filter
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if (Global.Config.DispAutoPrescale && Global.Config.DispFinalFilter != (int)EmuHawk.Filters.FinalPresentation.eFilterOption.None)
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{
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var apf = new EmuHawk.Filters.AutoPrescaleFilter();
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chain.AddFilter(apf, "auto_prescale");
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}
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//choose final filter
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||||||
|
EmuHawk.Filters.FinalPresentation.eFilterOption finalFilter = EmuHawk.Filters.FinalPresentation.eFilterOption.None;
|
||||||
fPresent.FilterOption = finalFilter;
|
fPresent.FilterOption = finalFilter;
|
||||||
|
|
||||||
//add final presentation
|
//add final presentation
|
||||||
|
@ -152,37 +220,49 @@ namespace BizHawk.Client.MultiHawk
|
||||||
return chain;
|
return chain;
|
||||||
}
|
}
|
||||||
|
|
||||||
void AppendRetroShaderChain(FilterProgram program, string name, BizHawk.Client.EmuHawk.Filters.RetroShaderChain retroChain, Dictionary<string, object> properties)
|
|
||||||
{
|
|
||||||
for (int i = 0; i < retroChain.Passes.Length; i++)
|
|
||||||
{
|
|
||||||
var pass = retroChain.Passes[i];
|
|
||||||
var rsp = new BizHawk.Client.EmuHawk.Filters.RetroShaderPass(retroChain, i);
|
|
||||||
string fname = string.Format("{0}[{1}]", name, i);
|
|
||||||
program.AddFilter(rsp, fname);
|
|
||||||
rsp.Parameters = properties;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// This will receive an emulated output frame from an IVideoProvider and run it through the complete frame processing pipeline
|
/// This will receive an emulated output frame from an IVideoProvider and run it through the complete frame processing pipeline
|
||||||
/// Then it will stuff it into the bound PresentationPanel.
|
/// Then it will stuff it into the bound PresentationPanel.
|
||||||
/// ---
|
/// ---
|
||||||
/// If the int[] is size=1, then it contains an openGL texture ID (and the size should be as specified from videoProvider)
|
/// If the int[] is size=1, then it contains an openGL texture ID (and the size should be as specified from videoProvider)
|
||||||
/// Don't worry about the case where the frontend isnt using opengl; it isnt supported yet, and it will be my responsibility to deal with anyway
|
/// Don't worry about the case where the frontend isnt using opengl; DisplayManager deals with it
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public void UpdateSource(IVideoProvider videoProvider)
|
public void UpdateSource(IVideoProvider videoProvider)
|
||||||
{
|
{
|
||||||
|
bool displayNothing = Global.Config.DispSpeedupFeatures == 0;
|
||||||
var job = new JobInfo
|
var job = new JobInfo
|
||||||
{
|
{
|
||||||
videoProvider = videoProvider,
|
videoProvider = videoProvider,
|
||||||
simulate = false,
|
simulate = displayNothing,
|
||||||
chain_outsize = GraphicsControl.Size,
|
chain_outsize = GraphicsControl.Size,
|
||||||
includeOSD = true
|
includeOSD = true,
|
||||||
};
|
};
|
||||||
UpdateSourceInternal(job);
|
UpdateSourceInternal(job);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public BitmapBuffer RenderVideoProvider(IVideoProvider videoProvider)
|
||||||
|
{
|
||||||
|
//TODO - we might need to gather more Global.Config.DispXXX properties here, so they can be overridden
|
||||||
|
var targetSize = new Size(videoProvider.BufferWidth, videoProvider.BufferHeight);
|
||||||
|
var padding = CalculateCompleteContentPadding(true,true);
|
||||||
|
targetSize.Width += padding.Horizontal;
|
||||||
|
targetSize.Height += padding.Vertical;
|
||||||
|
|
||||||
|
var job = new JobInfo
|
||||||
|
{
|
||||||
|
videoProvider = videoProvider,
|
||||||
|
simulate = false,
|
||||||
|
chain_outsize = targetSize,
|
||||||
|
offscreen = true,
|
||||||
|
includeOSD = false
|
||||||
|
};
|
||||||
|
UpdateSourceInternal(job);
|
||||||
|
return job.offscreenBB;
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Does the entire display process to an offscreen buffer, suitable for a 'client' screenshot.
|
||||||
|
/// </summary>
|
||||||
public BitmapBuffer RenderOffscreen(IVideoProvider videoProvider, bool includeOSD)
|
public BitmapBuffer RenderOffscreen(IVideoProvider videoProvider, bool includeOSD)
|
||||||
{
|
{
|
||||||
var job = new JobInfo
|
var job = new JobInfo
|
||||||
|
@ -209,15 +289,35 @@ namespace BizHawk.Client.MultiHawk
|
||||||
public int BackgroundColor { get; set; }
|
public int BackgroundColor { get; set; }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
void FixRatio(float x, float y, int inw, int inh, out int outw, out int outh)
|
||||||
|
{
|
||||||
|
float ratio = x / y;
|
||||||
|
if (ratio <= 1)
|
||||||
|
{
|
||||||
|
//taller. weird. expand height.
|
||||||
|
outw = inw;
|
||||||
|
outh = (int)((float)inw / ratio);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
//wider. normal. expand width.
|
||||||
|
outw = (int)((float)inh * ratio);
|
||||||
|
outh = inh;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Attempts to calculate a good client size with the given zoom factor, considering the user's DisplayManager preferences
|
/// Attempts to calculate a good client size with the given zoom factor, considering the user's DisplayManager preferences
|
||||||
|
/// TODO - this needs to be redone with a concept different from zoom factor.
|
||||||
|
/// basically, each increment of a 'zoomlike' factor should definitely increase the viewable area somehow, even if it isnt strictly by an entire zoom level.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public Size CalculateClientSize(IVideoProvider videoProvider, int zoom)
|
public Size CalculateClientSize(IVideoProvider videoProvider, int zoom)
|
||||||
{
|
{
|
||||||
bool ar_active = Global.Config.DispFixAspectRatio;
|
bool ar_active = Global.Config.DispFixAspectRatio;
|
||||||
bool ar_system = Global.Config.DispManagerAR == Config.EDispManagerAR.System;
|
bool ar_system = Global.Config.DispManagerAR == Config.EDispManagerAR.System;
|
||||||
bool ar_custom = Global.Config.DispManagerAR == Config.EDispManagerAR.Custom;
|
bool ar_custom = Global.Config.DispManagerAR == Config.EDispManagerAR.Custom;
|
||||||
bool ar_correct = ar_system || ar_custom;
|
bool ar_customRatio = Global.Config.DispManagerAR == Config.EDispManagerAR.CustomRatio;
|
||||||
|
bool ar_correct = ar_system || ar_custom || ar_customRatio;
|
||||||
bool ar_unity = !ar_correct;
|
bool ar_unity = !ar_correct;
|
||||||
bool ar_integer = Global.Config.DispFixScaleInteger;
|
bool ar_integer = Global.Config.DispFixScaleInteger;
|
||||||
|
|
||||||
|
@ -232,6 +332,19 @@ namespace BizHawk.Client.MultiHawk
|
||||||
virtualHeight = Global.Config.DispCustomUserARHeight;
|
virtualHeight = Global.Config.DispCustomUserARHeight;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
if (ar_customRatio)
|
||||||
|
{
|
||||||
|
FixRatio(Global.Config.DispCustomUserARX, Global.Config.DispCustomUserARY, videoProvider.BufferWidth, videoProvider.BufferHeight, out virtualWidth, out virtualHeight);
|
||||||
|
}
|
||||||
|
|
||||||
|
var padding = CalculateCompleteContentPadding(true, false);
|
||||||
|
virtualWidth += padding.Horizontal;
|
||||||
|
virtualHeight += padding.Vertical;
|
||||||
|
|
||||||
|
padding = CalculateCompleteContentPadding(true, true);
|
||||||
|
bufferWidth += padding.Horizontal;
|
||||||
|
bufferHeight += padding.Vertical;
|
||||||
|
|
||||||
//Console.WriteLine("DISPZOOM " + zoom); //test
|
//Console.WriteLine("DISPZOOM " + zoom); //test
|
||||||
|
|
||||||
//old stuff
|
//old stuff
|
||||||
|
@ -249,6 +362,7 @@ namespace BizHawk.Client.MultiHawk
|
||||||
{
|
{
|
||||||
if (ar_integer)
|
if (ar_integer)
|
||||||
{
|
{
|
||||||
|
//ALERT COPYPASTE LAUNDROMAT
|
||||||
Vector2 VS = new Vector2(virtualWidth, virtualHeight);
|
Vector2 VS = new Vector2(virtualWidth, virtualHeight);
|
||||||
Vector2 BS = new Vector2(bufferWidth, bufferHeight);
|
Vector2 BS = new Vector2(bufferWidth, bufferHeight);
|
||||||
Vector2 AR = Vector2.Divide(VS, BS);
|
Vector2 AR = Vector2.Divide(VS, BS);
|
||||||
|
@ -266,7 +380,7 @@ namespace BizHawk.Client.MultiHawk
|
||||||
for (int i = 1; i < zoom;i++)
|
for (int i = 1; i < zoom;i++)
|
||||||
{
|
{
|
||||||
//would not be good to run this per frame, but it seems to only run when the resolution changes, etc.
|
//would not be good to run this per frame, but it seems to only run when the resolution changes, etc.
|
||||||
Vector2[] trials = new [] {
|
Vector2[] trials = new[] {
|
||||||
PS + new Vector2(1, 0),
|
PS + new Vector2(1, 0),
|
||||||
PS + new Vector2(0, 1),
|
PS + new Vector2(0, 1),
|
||||||
PS + new Vector2(1, 1)
|
PS + new Vector2(1, 1)
|
||||||
|
@ -322,6 +436,9 @@ namespace BizHawk.Client.MultiHawk
|
||||||
chain_outsize = new Size(bufferWidth * zoom, bufferHeight * zoom);
|
chain_outsize = new Size(bufferWidth * zoom, bufferHeight * zoom);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
chain_outsize.Width += ClientExtraPadding.Horizontal;
|
||||||
|
chain_outsize.Height += ClientExtraPadding.Vertical;
|
||||||
|
|
||||||
var job = new JobInfo
|
var job = new JobInfo
|
||||||
{
|
{
|
||||||
videoProvider = fvp,
|
videoProvider = fvp,
|
||||||
|
@ -347,12 +464,24 @@ namespace BizHawk.Client.MultiHawk
|
||||||
|
|
||||||
FilterProgram UpdateSourceInternal(JobInfo job)
|
FilterProgram UpdateSourceInternal(JobInfo job)
|
||||||
{
|
{
|
||||||
_glManager.Activate(CR_GraphicsControl);
|
if (job.chain_outsize.Width == 0 || job.chain_outsize.Height == 0)
|
||||||
|
{
|
||||||
|
//this has to be a NOP, because lots of stuff will malfunction on a 0-sized viewport
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
//no drawing actually happens. it's important not to begin drawing on a control
|
||||||
|
if (!job.simulate && !job.offscreen)
|
||||||
|
{
|
||||||
|
GLManager.Activate(CR_GraphicsControl);
|
||||||
|
}
|
||||||
|
|
||||||
IVideoProvider videoProvider = job.videoProvider;
|
IVideoProvider videoProvider = job.videoProvider;
|
||||||
bool simulate = job.simulate;
|
bool simulate = job.simulate;
|
||||||
Size chain_outsize = job.chain_outsize;
|
Size chain_outsize = job.chain_outsize;
|
||||||
|
|
||||||
|
//simulate = true;
|
||||||
|
|
||||||
int vw = videoProvider.BufferWidth;
|
int vw = videoProvider.BufferWidth;
|
||||||
int vh = videoProvider.BufferHeight;
|
int vh = videoProvider.BufferHeight;
|
||||||
|
|
||||||
|
@ -368,7 +497,15 @@ namespace BizHawk.Client.MultiHawk
|
||||||
vw = Global.Config.DispCustomUserARWidth;
|
vw = Global.Config.DispCustomUserARWidth;
|
||||||
vh = Global.Config.DispCustomUserARHeight;
|
vh = Global.Config.DispCustomUserARHeight;
|
||||||
}
|
}
|
||||||
|
if (Global.Config.DispManagerAR == Config.EDispManagerAR.CustomRatio)
|
||||||
|
{
|
||||||
|
FixRatio(Global.Config.DispCustomUserARX, Global.Config.DispCustomUserARY, videoProvider.BufferWidth, videoProvider.BufferHeight, out vw, out vh);
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
var padding = CalculateCompleteContentPadding(true,false);
|
||||||
|
vw += padding.Horizontal;
|
||||||
|
vh += padding.Vertical;
|
||||||
|
|
||||||
int[] videoBuffer = videoProvider.GetVideoBuffer();
|
int[] videoBuffer = videoProvider.GetVideoBuffer();
|
||||||
|
|
||||||
|
@ -376,31 +513,28 @@ namespace BizHawk.Client.MultiHawk
|
||||||
int bufferHeight = videoProvider.BufferHeight;
|
int bufferHeight = videoProvider.BufferHeight;
|
||||||
bool isGlTextureId = videoBuffer.Length == 1;
|
bool isGlTextureId = videoBuffer.Length == 1;
|
||||||
|
|
||||||
//TODO - need to do some work here for GDI+ to repair gl texture ID importing
|
|
||||||
BitmapBuffer bb = null;
|
BitmapBuffer bb = null;
|
||||||
Texture2d videoTexture = null;
|
Texture2d videoTexture = null;
|
||||||
if (!simulate)
|
if (!simulate)
|
||||||
{
|
{
|
||||||
if (isGlTextureId)
|
if (isGlTextureId)
|
||||||
{
|
{
|
||||||
|
//FYI: this is a million years from happening on n64, since it's all geriatric non-FBO code
|
||||||
|
//is it workable for saturn?
|
||||||
videoTexture = GL.WrapGLTexture2d(new IntPtr(videoBuffer[0]), bufferWidth, bufferHeight);
|
videoTexture = GL.WrapGLTexture2d(new IntPtr(videoBuffer[0]), bufferWidth, bufferHeight);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
//wrap the videoprovider data in a BitmapBuffer (no point to refactoring that many IVideoProviders)
|
//wrap the videoprovider data in a BitmapBuffer (no point to refactoring that many IVideoProviders)
|
||||||
bb = new BitmapBuffer(bufferWidth, bufferHeight, videoBuffer);
|
bb = new BitmapBuffer(bufferWidth, bufferHeight, videoBuffer);
|
||||||
|
bb.DiscardAlpha();
|
||||||
|
|
||||||
//now, acquire the data sent from the videoProvider into a texture
|
//now, acquire the data sent from the videoProvider into a texture
|
||||||
videoTexture = VideoTextureFrugalizer.Get(bb);
|
videoTexture = VideoTextureFrugalizer.Get(bb);
|
||||||
GL.SetTextureWrapMode(videoTexture, true);
|
|
||||||
}
|
|
||||||
|
|
||||||
//TEST (to be removed once we have an actual example of bring in a texture ID from opengl emu core):
|
//lets not use this. lets define BizwareGL to make clamp by default (TBD: check opengl)
|
||||||
//if (!isGlTextureId)
|
//GL.SetTextureWrapMode(videoTexture, true);
|
||||||
//{
|
}
|
||||||
// videoBuffer = new int[1] { videoTexture.Id.ToInt32() };
|
|
||||||
// goto TESTEROO;
|
|
||||||
//}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
//record the size of what we received, since lua and stuff is gonna want to draw onto it
|
//record the size of what we received, since lua and stuff is gonna want to draw onto it
|
||||||
|
@ -415,15 +549,21 @@ namespace BizHawk.Client.MultiHawk
|
||||||
filterProgram.GL = GL;
|
filterProgram.GL = GL;
|
||||||
|
|
||||||
//setup the source image filter
|
//setup the source image filter
|
||||||
BizHawk.Client.EmuHawk.Filters.SourceImage fInput = filterProgram["input"] as BizHawk.Client.EmuHawk.Filters.SourceImage;
|
EmuHawk.Filters.SourceImage fInput = filterProgram["input"] as EmuHawk.Filters.SourceImage;
|
||||||
fInput.Texture = videoTexture;
|
fInput.Texture = videoTexture;
|
||||||
|
|
||||||
//setup the final presentation filter
|
//setup the final presentation filter
|
||||||
BizHawk.Client.EmuHawk.Filters.FinalPresentation fPresent = filterProgram["presentation"] as BizHawk.Client.EmuHawk.Filters.FinalPresentation;
|
EmuHawk.Filters.FinalPresentation fPresent = filterProgram["presentation"] as EmuHawk.Filters.FinalPresentation;
|
||||||
fPresent.VirtualTextureSize = new Size(vw, vh);
|
fPresent.VirtualTextureSize = new Size(vw, vh);
|
||||||
fPresent.TextureSize = new Size(bufferWidth, bufferHeight);
|
fPresent.TextureSize = new Size(bufferWidth, bufferHeight);
|
||||||
fPresent.BackgroundColor = videoProvider.BackgroundColor;
|
fPresent.BackgroundColor = videoProvider.BackgroundColor;
|
||||||
fPresent.GuiRenderer = Renderer;
|
fPresent.GuiRenderer = Renderer;
|
||||||
|
fPresent.Flip = isGlTextureId;
|
||||||
|
fPresent.Config_FixAspectRatio = Global.Config.DispFixAspectRatio;
|
||||||
|
fPresent.Config_FixScaleInteger = Global.Config.DispFixScaleInteger;
|
||||||
|
fPresent.Padding = ClientExtraPadding;
|
||||||
|
fPresent.AutoPrescale = Global.Config.DispAutoPrescale;
|
||||||
|
|
||||||
fPresent.GL = GL;
|
fPresent.GL = GL;
|
||||||
|
|
||||||
filterProgram.Compile("default", chain_insize, chain_outsize, !job.offscreen);
|
filterProgram.Compile("default", chain_insize, chain_outsize, !job.offscreen);
|
||||||
|
@ -445,15 +585,67 @@ namespace BizHawk.Client.MultiHawk
|
||||||
|
|
||||||
void UpdateSourceDrawingWork(JobInfo job)
|
void UpdateSourceDrawingWork(JobInfo job)
|
||||||
{
|
{
|
||||||
|
bool vsync = false;
|
||||||
|
bool alternateVsync = false;
|
||||||
|
//only used by alternate vsync
|
||||||
|
IGL_SlimDX9 dx9 = null;
|
||||||
|
|
||||||
|
if (!job.offscreen)
|
||||||
|
{
|
||||||
|
//apply the vsync setting (should probably try to avoid repeating this)
|
||||||
|
vsync = Global.Config.VSyncThrottle || Global.Config.VSync;
|
||||||
|
|
||||||
|
//ok, now this is a bit undesireable.
|
||||||
|
//maybe the user wants vsync, but not vsync throttle.
|
||||||
|
//this makes sense... but we dont have the infrastructure to support it now (we'd have to enable triple buffering or something like that)
|
||||||
|
//so what we're gonna do is disable vsync no matter what if throttling is off, and maybe nobody will notice.
|
||||||
|
//update 26-mar-2016: this upsets me. When fastforwarding and skipping frames, vsync should still work. But I'm not changing it yet
|
||||||
|
if (Global.DisableSecondaryThrottling)
|
||||||
|
vsync = false;
|
||||||
|
|
||||||
|
//for now, it's assumed that the presentation panel is the main window, but that may not always be true
|
||||||
|
if (vsync && Global.Config.DispAlternateVsync && Global.Config.VSyncThrottle)
|
||||||
|
{
|
||||||
|
dx9 = GL as IGL_SlimDX9;
|
||||||
|
if (dx9 != null)
|
||||||
|
{
|
||||||
|
alternateVsync = true;
|
||||||
|
//unset normal vsync if we've chosen the alternate vsync
|
||||||
|
vsync = false;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
//TODO - whats so hard about triple buffering anyway? just enable it always, and change api to SetVsync(enable,throttle)
|
||||||
|
//maybe even SetVsync(enable,throttlemethod) or just SetVsync(enable,throttle,advanced)
|
||||||
|
|
||||||
|
if (LastVsyncSetting != vsync || LastVsyncSettingGraphicsControl != presentationPanel.GraphicsControl)
|
||||||
|
{
|
||||||
|
if (LastVsyncSetting == null && vsync)
|
||||||
|
{
|
||||||
|
// Workaround for vsync not taking effect at startup (Intel graphics related?)
|
||||||
|
presentationPanel.GraphicsControl.SetVsync(false);
|
||||||
|
}
|
||||||
|
presentationPanel.GraphicsControl.SetVsync(vsync);
|
||||||
|
LastVsyncSettingGraphicsControl = presentationPanel.GraphicsControl;
|
||||||
|
LastVsyncSetting = vsync;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
//begin rendering on this context
|
//begin rendering on this context
|
||||||
//should this have been done earlier?
|
//should this have been done earlier?
|
||||||
//do i need to check this on an intel video card to see if running excessively is a problem? (it used to be in the FinalTarget command below, shouldnt be a problem)
|
//do i need to check this on an intel video card to see if running excessively is a problem? (it used to be in the FinalTarget command below, shouldnt be a problem)
|
||||||
//GraphicsControl.Begin();
|
//GraphicsControl.Begin(); //CRITICAL POINT for yabause+GL
|
||||||
|
|
||||||
|
//TODO - auto-create and age these (and dispose when old)
|
||||||
|
int rtCounter = 0;
|
||||||
|
|
||||||
|
CurrentFilterProgram.RenderTargetProvider = new DisplayManagerRenderTargetProvider((size) => ShaderChainFrugalizers[rtCounter++].Get(size));
|
||||||
|
|
||||||
|
GL.BeginScene();
|
||||||
|
|
||||||
//run filter chain
|
//run filter chain
|
||||||
Texture2d texCurr = null;
|
Texture2d texCurr = null;
|
||||||
RenderTarget rtCurr = null;
|
RenderTarget rtCurr = null;
|
||||||
int rtCounter = 0;
|
|
||||||
bool inFinalTarget = false;
|
bool inFinalTarget = false;
|
||||||
foreach (var step in CurrentFilterProgram.Program)
|
foreach (var step in CurrentFilterProgram.Program)
|
||||||
{
|
{
|
||||||
|
@ -496,38 +688,26 @@ namespace BizHawk.Client.MultiHawk
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
GL.EndScene();
|
||||||
|
|
||||||
if (job.offscreen)
|
if (job.offscreen)
|
||||||
{
|
{
|
||||||
job.offscreenBB = rtCurr.Texture2d.Resolve();
|
job.offscreenBB = rtCurr.Texture2d.Resolve();
|
||||||
|
job.offscreenBB.DiscardAlpha();
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
Debug.Assert(inFinalTarget);
|
Debug.Assert(inFinalTarget);
|
||||||
//apply the vsync setting (should probably try to avoid repeating this)
|
|
||||||
bool vsync = Global.Config.VSyncThrottle || Global.Config.VSync;
|
|
||||||
|
|
||||||
//ok, now this is a bit undesireable.
|
//wait for vsync to begin
|
||||||
//maybe the user wants vsync, but not vsync throttle.
|
if (alternateVsync) dx9.AlternateVsyncPass(0);
|
||||||
//this makes sense... but we dont have the infrastructure to support it now (we'd have to enable triple buffering or something like that)
|
|
||||||
//so what we're gonna do is disable vsync no matter what if throttling is off, and maybe nobody will notice.
|
|
||||||
if (Global.DisableSecondaryThrottling)
|
|
||||||
vsync = false;
|
|
||||||
|
|
||||||
if (LastVsyncSetting != vsync || LastVsyncSettingGraphicsControl != presentationPanel.GraphicsControl)
|
|
||||||
{
|
|
||||||
if (LastVsyncSetting == null && vsync)
|
|
||||||
{
|
|
||||||
// Workaround for vsync not taking effect at startup (Intel graphics related?)
|
|
||||||
presentationPanel.GraphicsControl.SetVsync(false);
|
|
||||||
}
|
|
||||||
presentationPanel.GraphicsControl.SetVsync(vsync);
|
|
||||||
LastVsyncSettingGraphicsControl = presentationPanel.GraphicsControl;
|
|
||||||
LastVsyncSetting = vsync;
|
|
||||||
}
|
|
||||||
|
|
||||||
//present and conclude drawing
|
//present and conclude drawing
|
||||||
presentationPanel.GraphicsControl.SwapBuffers();
|
presentationPanel.GraphicsControl.SwapBuffers();
|
||||||
|
|
||||||
|
//wait for vsync to end
|
||||||
|
if (alternateVsync) dx9.AlternateVsyncPass(1);
|
||||||
|
|
||||||
//nope. dont do this. workaround for slow context switching on intel GPUs. just switch to another context when necessary before doing anything
|
//nope. dont do this. workaround for slow context switching on intel GPUs. just switch to another context when necessary before doing anything
|
||||||
//presentationPanel.GraphicsControl.End();
|
//presentationPanel.GraphicsControl.End();
|
||||||
}
|
}
|
||||||
|
@ -536,5 +716,4 @@ namespace BizHawk.Client.MultiHawk
|
||||||
bool? LastVsyncSetting;
|
bool? LastVsyncSetting;
|
||||||
GraphicsControl LastVsyncSettingGraphicsControl;
|
GraphicsControl LastVsyncSettingGraphicsControl;
|
||||||
}
|
}
|
||||||
|
|
||||||
}
|
}
|
|
@ -330,8 +330,8 @@ namespace BizHawk.Client.MultiHawk
|
||||||
TopLevel = false,
|
TopLevel = false,
|
||||||
Text = Path.GetFileNameWithoutExtension(StripArchivePath(path)),
|
Text = Path.GetFileNameWithoutExtension(StripArchivePath(path)),
|
||||||
Emulator = loader.LoadedEmulator,
|
Emulator = loader.LoadedEmulator,
|
||||||
|
|
||||||
GL = new Bizware.BizwareGL.Drivers.OpenTK.IGL_TK(2,0,false),
|
GL = new Bizware.BizwareGL.Drivers.OpenTK.IGL_TK(2,0,false),
|
||||||
|
//GL = new Bizware.BizwareGL.Drivers.SlimDX.IGL_SlimDX9(),
|
||||||
GLManager = GLManager.Instance,
|
GLManager = GLManager.Instance,
|
||||||
Game = loader.Game,
|
Game = loader.Game,
|
||||||
CurrentRomPath = loader.CanonicalFullPath
|
CurrentRomPath = loader.CanonicalFullPath
|
||||||
|
|
Loading…
Reference in New Issue