dolphin/Source/Plugins/Plugin_VideoOGL/Src/Globals.h

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// several global utilities not really tied to core emulation
#ifndef _GLOBALS_H
#define _GLOBALS_H
//#define LOGGING
#include "Common.h"
#include "x64Emitter.h"
#ifdef _WIN32
#define GLEW_STATIC
#include <GLew/glew.h>
#include <GLew/wglew.h>
#include <GLew/gl.h>
#include <GLew/glext.h>
#else // linux basic definitions
#define ARRAYSIZE(A) (sizeof(A)/sizeof((A)[0]))
#define I_NEED_OS2_H // HAXXOR
//#include <GL/glew.h>
#include <GL/glxew.h>
#if defined(__APPLE__)
#include <OpenGL/gl.h>
#else
#include <GL/gl.h>
#endif
//#include <GL/glx.h>
#define __inline inline
#include <sys/timeb.h> // ftime(), struct timeb
inline unsigned long timeGetTime()
{
#ifdef _WIN32
_timeb t;
_ftime(&t);
#else
timeb t;
ftime(&t);
#endif
return (unsigned long)(t.time*1000+t.millitm);
}
struct RECT
{
int left, top;
int right, bottom;
};
#endif // linux basic definitions
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#ifndef GL_DEPTH24_STENCIL8_EXT // allows FBOs to support stencils
#define GL_DEPTH_STENCIL_EXT 0x84F9
#define GL_UNSIGNED_INT_24_8_EXT 0x84FA
#define GL_DEPTH24_STENCIL8_EXT 0x88F0
#define GL_TEXTURE_STENCIL_SIZE_EXT 0x88F1
#endif
extern float MValueX, MValueY;
#define ERROR_LOG __Log
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
#if defined(_DEBUG) || defined(DEBUGFAST)
#define INFO_LOG if( g_Config.iLog & 1 ) __Log
#define PRIM_LOG if( g_Config.iLog & 2 ) __Log
#define DEBUG_LOG __Log
#else
#define INFO_LOG(...)
#define PRIM_LOG(...)
#define DEBUG_LOG(...)
#endif
#define GL_REPORT_ERROR() { err = glGetError(); if( err != GL_NO_ERROR ) { ERROR_LOG("%s:%d: gl error 0x%x\n", __FILE__, (int)__LINE__, err); HandleGLError(); } }
#ifdef _DEBUG
#define GL_REPORT_ERRORD() { GLenum err = glGetError(); if( err != GL_NO_ERROR ) { ERROR_LOG("%s:%d: gl error 0x%x\n", __FILE__, (int)__LINE__, err); HandleGLError(); } }
#else
#define GL_REPORT_ERRORD()
#endif
#ifndef ARRAY_SIZE
#define ARRAY_SIZE(x) (sizeof(x) / sizeof((x)[0]))
#endif
extern int frameCount;
#define CONF_LOG 1
#define CONF_PRIMLOG 2
#define CONF_SAVETEXTURES 4
#define CONF_SAVETARGETS 8
#define CONF_SAVESHADERS 16
struct Config
{
Config();
void Load();
void Save();
//video
bool bFullscreen;
bool renderToMainframe;
char iFSResolution[16];
char iWindowedRes[16];
int iMultisampleMode;
bool bForceFiltering;
bool bForceMaxAniso;
bool bStretchToFit;
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 18:47:53 +00:00
bool bKeepAR;
bool bShowFPS;
bool bTexFmtOverlayEnable;
bool bTexFmtOverlayCenter;
bool bOverlayStats;
bool bUseXFB;
bool bDumpTextures;
char texDumpPath[280];
//currently unused:
int iLog; // CONF_ bits
int iSaveTargetId;
int iAdapter;
char psProfile[16];
char vsProfile[16];
int iPostprocessEffect;
int iCompileDLsLevel;
bool bPreUpscale;
int iPreUpscaleFilter;
bool bTruform;
int iTruformLevel;
bool bOldCard;
bool bWireFrame;
bool bShowShaderErrors;
};
extern Config g_Config;
struct Statistics
{
int numPrimitives;
int numPixelShadersCreated;
int numPixelShadersAlive;
int numVertexShadersCreated;
int numVertexShadersAlive;
int numTexturesCreated;
int numTexturesAlive;
int numRenderTargetsCreated;
int numRenderTargetsAlive;
int numDListsCalled;
int numDListsCreated;
int numDListsAlive;
int numJoins;
struct ThisFrame
{
int numBPLoads;
int numCPLoads;
int numXFLoads;
int numBPLoadsInDL;
int numCPLoadsInDL;
int numXFLoadsInDL;
int numDLs;
int numDLPrims;
int numPrims;
int numShaderChanges;
int numBadCommands; //hope this always is zero ;)
int numDListsCalled;
};
ThisFrame thisFrame;
void ResetFrame();
};
extern Statistics stats;
#define STATISTICS
#ifdef STATISTICS
#define INCSTAT(a) (a)++;
#define ADDSTAT(a,b) (a)+=(b);
#define SETSTAT(a,x) (a)=(int)(x);
#else
#define INCSTAT(a) ;
#define ADDSTAT(a,b) ;
#define SETSTAT(a,x) ;
#endif
void DebugLog(const char* _fmt, ...);
void __Log(const char *format, ...);
void __Log(int type, const char *format, ...);
void HandleGLError();
void InitLUTs();
bool SaveTGA(const char* filename, int width, int height, void* pdata);
bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height);
bool SaveData(const char* filename, const char* pdata);
#if defined(_MSC_VER) && !defined(__x86_64__) && !defined(_M_X64)
void * memcpy_amd(void *dest, const void *src, size_t n);
unsigned char memcmp_mmx(const void* src1, const void* src2, int cmpsize);
#define memcpy_gc memcpy_amd
#define memcmp_gc memcmp_mmx
#else
#define memcpy_gc memcpy
#define memcmp_gc memcmp
#endif
#include "main.h"
inline u8 *Memory_GetPtr(u32 _uAddress)
{
return g_VideoInitialize.pGetMemoryPointer(_uAddress);//&g_pMemory[_uAddress & RAM_MASK];
}
inline u8 Memory_Read_U8(u32 _uAddress)
{
return *(u8*)g_VideoInitialize.pGetMemoryPointer(_uAddress);//g_pMemory[_uAddress & RAM_MASK];
}
inline u16 Memory_Read_U16(u32 _uAddress)
{
return Common::swap16(*(u16*)g_VideoInitialize.pGetMemoryPointer(_uAddress));
//return _byteswap_ushort(*(u16*)&g_pMemory[_uAddress & RAM_MASK]);
}
inline u32 Memory_Read_U32(u32 _uAddress)
{
return Common::swap32(*(u32*)g_VideoInitialize.pGetMemoryPointer(_uAddress));
//return _byteswap_ulong(*(u32*)&g_pMemory[_uAddress & RAM_MASK]);
}
inline float Memory_Read_Float(u32 _uAddress)
{
union {u32 i; float f;} temp;
temp.i = Memory_Read_U32(_uAddress);
return temp.f;
}
#endif