Fix OS X nowx.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7321 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
431f6b596a
commit
610df4ab78
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@ -274,6 +274,13 @@ void X11_MainLoop()
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int main(int argc, char* argv[])
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{
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#ifdef __APPLE__
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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NSEvent *event = [[NSEvent alloc] init];
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[NSApplication sharedApplication];
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[NSApp activateIgnoringOtherApps: YES];
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[NSApp finishLaunching];
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#endif
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int ch, help = 0;
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struct option longopts[] = {
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{ "exec", no_argument, NULL, 'e' },
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@ -317,12 +324,6 @@ int main(int argc, char* argv[])
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if (BootManager::BootCore(argv[optind]))
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{
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#ifdef __APPLE__
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NSAutoreleasePool *pool = [[NSAutoreleasePool alloc] init];
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NSEvent *event = [[NSEvent alloc] init];
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[NSApplication sharedApplication];
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[NSApp activateIgnoringOtherApps: YES];
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[NSApp finishLaunching];
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while (running)
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{
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event = [NSApp nextEventMatchingMask: NSAnyEventMask
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File diff suppressed because it is too large
Load Diff
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@ -1,119 +1,119 @@
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// 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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#ifndef _PSTEXTUREENCODER_H
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#define _PSTEXTUREENCODER_H
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#include "TextureEncoder.h"
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struct ID3D11Texture2D;
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struct ID3D11RenderTargetView;
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struct ID3D11Buffer;
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struct ID3D11InputLayout;
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struct ID3D11VertexShader;
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struct ID3D11PixelShader;
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struct ID3D11ClassLinkage;
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struct ID3D11ClassInstance;
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struct ID3D11BlendState;
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struct ID3D11DepthStencilState;
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struct ID3D11RasterizerState;
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struct ID3D11SamplerState;
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namespace DX11
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{
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class PSTextureEncoder : public TextureEncoder
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{
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public:
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PSTextureEncoder();
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void Init();
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void Shutdown();
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size_t Encode(u8* dst, unsigned int dstFormat,
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unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
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bool scaleByHalf);
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private:
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bool m_ready;
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ID3D11Texture2D* m_out;
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ID3D11RenderTargetView* m_outRTV;
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ID3D11Texture2D* m_outStage;
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ID3D11Buffer* m_encodeParams;
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ID3D11Buffer* m_quad;
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ID3D11VertexShader* m_vShader;
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ID3D11InputLayout* m_quadLayout;
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ID3D11BlendState* m_efbEncodeBlendState;
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ID3D11DepthStencilState* m_efbEncodeDepthState;
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ID3D11RasterizerState* m_efbEncodeRastState;
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ID3D11SamplerState* m_efbSampler;
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// Stuff only used in static-linking mode (SM4.0-compatible)
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bool InitStaticMode();
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bool SetStaticShader(unsigned int dstFormat, unsigned int srcFormat,
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bool isIntensity, bool scaleByHalf);
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typedef unsigned int ComboKey; // Key for a shader combination
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ComboKey MakeComboKey(unsigned int dstFormat, unsigned int srcFormat,
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bool isIntensity, bool scaleByHalf)
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{
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return (dstFormat << 4) | (srcFormat << 2) | (isIntensity ? (1<<1) : 0)
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| (scaleByHalf ? (1<<0) : 0);
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}
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typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
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ComboMap m_staticShaders;
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// Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
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// Microsoft fixes their bloody HLSL compiler)
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bool InitDynamicMode();
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bool SetDynamicShader(unsigned int dstFormat, unsigned int srcFormat,
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bool isIntensity, bool scaleByHalf);
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ID3D11PixelShader* m_dynamicShader;
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ID3D11ClassLinkage* m_classLinkage;
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// Interface slots
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UINT m_fetchSlot;
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UINT m_scaledFetchSlot;
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UINT m_intensitySlot;
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UINT m_generatorSlot;
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// Class instances
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// Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
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ID3D11ClassInstance* m_fetchClass[4];
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// ScaledFetch: 0 is off, 1 is on
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ID3D11ClassInstance* m_scaledFetchClass[2];
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// Intensity: 0 is off, 1 is on
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ID3D11ClassInstance* m_intensityClass[2];
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// Generator: one for each dst format, 16 total
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ID3D11ClassInstance* m_generatorClass[16];
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std::vector<ID3D11ClassInstance*> m_linkageArray;
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};
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}
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#endif
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// 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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#ifndef _PSTEXTUREENCODER_H
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#define _PSTEXTUREENCODER_H
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#include "TextureEncoder.h"
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struct ID3D11Texture2D;
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struct ID3D11RenderTargetView;
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struct ID3D11Buffer;
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struct ID3D11InputLayout;
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struct ID3D11VertexShader;
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struct ID3D11PixelShader;
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struct ID3D11ClassLinkage;
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struct ID3D11ClassInstance;
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struct ID3D11BlendState;
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struct ID3D11DepthStencilState;
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struct ID3D11RasterizerState;
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struct ID3D11SamplerState;
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namespace DX11
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{
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class PSTextureEncoder : public TextureEncoder
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{
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public:
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PSTextureEncoder();
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void Init();
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void Shutdown();
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size_t Encode(u8* dst, unsigned int dstFormat,
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unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
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bool scaleByHalf);
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private:
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bool m_ready;
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ID3D11Texture2D* m_out;
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ID3D11RenderTargetView* m_outRTV;
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ID3D11Texture2D* m_outStage;
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ID3D11Buffer* m_encodeParams;
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ID3D11Buffer* m_quad;
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ID3D11VertexShader* m_vShader;
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ID3D11InputLayout* m_quadLayout;
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ID3D11BlendState* m_efbEncodeBlendState;
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ID3D11DepthStencilState* m_efbEncodeDepthState;
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ID3D11RasterizerState* m_efbEncodeRastState;
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ID3D11SamplerState* m_efbSampler;
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// Stuff only used in static-linking mode (SM4.0-compatible)
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bool InitStaticMode();
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bool SetStaticShader(unsigned int dstFormat, unsigned int srcFormat,
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bool isIntensity, bool scaleByHalf);
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typedef unsigned int ComboKey; // Key for a shader combination
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ComboKey MakeComboKey(unsigned int dstFormat, unsigned int srcFormat,
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bool isIntensity, bool scaleByHalf)
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{
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return (dstFormat << 4) | (srcFormat << 2) | (isIntensity ? (1<<1) : 0)
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| (scaleByHalf ? (1<<0) : 0);
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}
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typedef std::map<ComboKey, ID3D11PixelShader*> ComboMap;
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ComboMap m_staticShaders;
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// Stuff only used for dynamic-linking mode (SM5.0+, available as soon as
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// Microsoft fixes their bloody HLSL compiler)
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bool InitDynamicMode();
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bool SetDynamicShader(unsigned int dstFormat, unsigned int srcFormat,
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bool isIntensity, bool scaleByHalf);
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ID3D11PixelShader* m_dynamicShader;
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ID3D11ClassLinkage* m_classLinkage;
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// Interface slots
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UINT m_fetchSlot;
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UINT m_scaledFetchSlot;
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UINT m_intensitySlot;
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UINT m_generatorSlot;
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// Class instances
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// Fetch: 0 is RGB, 1 is RGBA, 2 is RGB565, 3 is Z
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ID3D11ClassInstance* m_fetchClass[4];
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// ScaledFetch: 0 is off, 1 is on
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ID3D11ClassInstance* m_scaledFetchClass[2];
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// Intensity: 0 is off, 1 is on
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ID3D11ClassInstance* m_intensityClass[2];
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// Generator: one for each dst format, 16 total
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ID3D11ClassInstance* m_generatorClass[16];
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std::vector<ID3D11ClassInstance*> m_linkageArray;
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};
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}
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#endif
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@ -1,135 +1,135 @@
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// 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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#ifndef _TEXTUREENCODER_H
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#define _TEXTUREENCODER_H
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#include "VideoCommon.h"
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namespace DX11
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{
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// 4-bit format: 8x8 texels / cache line
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// 8-bit format: 8x4 texels / cache line
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// 16-bit format: 4x4 texels / cache line
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// 32-bit format: 4x4 texels / 2 cache lines
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// Compressed format: 8x8 texels / cache line
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// Document EFB encoding formats here with examples of where they are used.
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// Format: 0 - R4
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// Used in The Legend of Zelda: The Wind Waker for character shadows (srcFormat 1,
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// isIntensity 1, scaleByHalf 1).
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// Format: 1 - R8
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// FIXME: Unseen. May or may not be a duplicate of format 8.
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// Format: 2 - A4 R4
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// FIXME: Unseen.
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// Format: 3 - A8 R8
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// FIXME: Unseen.
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// Format: 4 - R5 G6 B5
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// Used in Wind Waker for most render-to-texture effects like heat shimmer and
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// depth-of-field.
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// Format: 5 - 1 R5 G5 B5 or 0 A3 R4 G4 B4
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// Used in Twilight Princess for character shadows.
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// Format: 6 - A8 R8 A8 R8 | G8 B8 G8 B8
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// Used in Twilight Princess for bloom effect.
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// Format: 7 - A8
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// Used in Metroid Prime 2 for the scan visor.
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// Format: 8 - R8
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// Used in Twilight Princess for the map.
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// Format: 9 - G8
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// FIXME: Unseen.
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// Format: A - B8
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// Used in Metroid Prime 2 for the scan visor.
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// Format: B - G8 R8
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// Used in Wind Waker for depth-of-field. Usually used with srcFormat 3 to
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// render depth textures. The bytes are swapped, so games have to correct it
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// in RAM before using it as a texture.
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// Format: C - B8 G8
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// FIXME: Unseen.
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const unsigned int BLOCK_WIDTHS[16] = {
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8, // R4
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8, // R8 (FIXME: duplicate of R8 below?)
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8, // A4 R4
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4, // A8 R8
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4, // R5 G6 B5
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4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4
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4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines)
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8, // A8
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8, // R8 (FIXME: duplicate of R8 above?)
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8, // G8
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8, // B8
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4, // G8 R8
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4, // B8 G8
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0, 0, 0 // Unknown formats
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};
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const unsigned int BLOCK_HEIGHTS[16] = {
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8, // R4
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4, // R8 (FIXME: duplicate of R8 below?)
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4, // A4 R4
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4, // A8 R8
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4, // R5 G6 B5
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4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4
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4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines)
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4, // A8
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4, // R8 (FIXME: duplicate of R8 above?)
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4, // G8
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4, // B8
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4, // G8 R8
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4, // B8 G8
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0, 0, 0 // Unknown formats
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};
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// Maximum number of bytes that can occur in a texture block-row generated by
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// the encoder
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static const UINT MAX_BYTES_PER_BLOCK_ROW = (EFB_WIDTH/4)*64;
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// The maximum amount of data that the texture encoder can generate in one call
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static const UINT MAX_BYTES_PER_ENCODE = MAX_BYTES_PER_BLOCK_ROW*(EFB_HEIGHT/4);
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class TextureEncoder
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{
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public:
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virtual ~TextureEncoder() { }
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virtual void Init() = 0;
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virtual void Shutdown() = 0;
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// Returns size in bytes of encoded block of memory
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virtual size_t Encode(u8* dst, unsigned int dstFormat,
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unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
|
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bool scaleByHalf) = 0;
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|
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};
|
||||
|
||||
}
|
||||
|
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#endif
|
||||
// Copyright (C) 2003 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/
|
||||
|
||||
#ifndef _TEXTUREENCODER_H
|
||||
#define _TEXTUREENCODER_H
|
||||
|
||||
#include "VideoCommon.h"
|
||||
|
||||
namespace DX11
|
||||
{
|
||||
|
||||
// 4-bit format: 8x8 texels / cache line
|
||||
// 8-bit format: 8x4 texels / cache line
|
||||
// 16-bit format: 4x4 texels / cache line
|
||||
// 32-bit format: 4x4 texels / 2 cache lines
|
||||
// Compressed format: 8x8 texels / cache line
|
||||
|
||||
// Document EFB encoding formats here with examples of where they are used.
|
||||
|
||||
// Format: 0 - R4
|
||||
// Used in The Legend of Zelda: The Wind Waker for character shadows (srcFormat 1,
|
||||
// isIntensity 1, scaleByHalf 1).
|
||||
|
||||
// Format: 1 - R8
|
||||
// FIXME: Unseen. May or may not be a duplicate of format 8.
|
||||
|
||||
// Format: 2 - A4 R4
|
||||
// FIXME: Unseen.
|
||||
|
||||
// Format: 3 - A8 R8
|
||||
// FIXME: Unseen.
|
||||
|
||||
// Format: 4 - R5 G6 B5
|
||||
// Used in Wind Waker for most render-to-texture effects like heat shimmer and
|
||||
// depth-of-field.
|
||||
|
||||
// Format: 5 - 1 R5 G5 B5 or 0 A3 R4 G4 B4
|
||||
// Used in Twilight Princess for character shadows.
|
||||
|
||||
// Format: 6 - A8 R8 A8 R8 | G8 B8 G8 B8
|
||||
// Used in Twilight Princess for bloom effect.
|
||||
|
||||
// Format: 7 - A8
|
||||
// Used in Metroid Prime 2 for the scan visor.
|
||||
|
||||
// Format: 8 - R8
|
||||
// Used in Twilight Princess for the map.
|
||||
|
||||
// Format: 9 - G8
|
||||
// FIXME: Unseen.
|
||||
|
||||
// Format: A - B8
|
||||
// Used in Metroid Prime 2 for the scan visor.
|
||||
|
||||
// Format: B - G8 R8
|
||||
// Used in Wind Waker for depth-of-field. Usually used with srcFormat 3 to
|
||||
// render depth textures. The bytes are swapped, so games have to correct it
|
||||
// in RAM before using it as a texture.
|
||||
|
||||
// Format: C - B8 G8
|
||||
// FIXME: Unseen.
|
||||
|
||||
const unsigned int BLOCK_WIDTHS[16] = {
|
||||
8, // R4
|
||||
8, // R8 (FIXME: duplicate of R8 below?)
|
||||
8, // A4 R4
|
||||
4, // A8 R8
|
||||
4, // R5 G6 B5
|
||||
4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4
|
||||
4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines)
|
||||
8, // A8
|
||||
8, // R8 (FIXME: duplicate of R8 above?)
|
||||
8, // G8
|
||||
8, // B8
|
||||
4, // G8 R8
|
||||
4, // B8 G8
|
||||
0, 0, 0 // Unknown formats
|
||||
};
|
||||
|
||||
const unsigned int BLOCK_HEIGHTS[16] = {
|
||||
8, // R4
|
||||
4, // R8 (FIXME: duplicate of R8 below?)
|
||||
4, // A4 R4
|
||||
4, // A8 R8
|
||||
4, // R5 G6 B5
|
||||
4, // 1 R5 G5 B5 or 0 A3 R4 G4 B4
|
||||
4, // A8 R8 A8 R8 | G8 B8 G8 B8 (two cache lines)
|
||||
4, // A8
|
||||
4, // R8 (FIXME: duplicate of R8 above?)
|
||||
4, // G8
|
||||
4, // B8
|
||||
4, // G8 R8
|
||||
4, // B8 G8
|
||||
0, 0, 0 // Unknown formats
|
||||
};
|
||||
|
||||
// Maximum number of bytes that can occur in a texture block-row generated by
|
||||
// the encoder
|
||||
static const UINT MAX_BYTES_PER_BLOCK_ROW = (EFB_WIDTH/4)*64;
|
||||
// The maximum amount of data that the texture encoder can generate in one call
|
||||
static const UINT MAX_BYTES_PER_ENCODE = MAX_BYTES_PER_BLOCK_ROW*(EFB_HEIGHT/4);
|
||||
|
||||
class TextureEncoder
|
||||
{
|
||||
|
||||
public:
|
||||
|
||||
virtual ~TextureEncoder() { }
|
||||
|
||||
virtual void Init() = 0;
|
||||
virtual void Shutdown() = 0;
|
||||
// Returns size in bytes of encoded block of memory
|
||||
virtual size_t Encode(u8* dst, unsigned int dstFormat,
|
||||
unsigned int srcFormat, const EFBRectangle& srcRect, bool isIntensity,
|
||||
bool scaleByHalf) = 0;
|
||||
|
||||
};
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue