// 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/ // OpenGL Plugin Documentation /* 1.1 Display settings Internal and fullscreen resolution: Since the only internal resolutions allowed are also fullscreen resolution allowed by the system there is only need for one resolution setting that applies to both the internal resolution and the fullscreen resolution. - Apparently no, someone else doesn't agree Todo: Make the internal resolution option apply instantly, currently only the native and 2x option applies instantly. To do this we need to be able to change the reinitialize FramebufferManager:Init() while a game is running. 1.2 Screenshots The screenshots should be taken from the internal representation of the picture regardless of what the current window size is. Since AA and wireframe is applied together with the picture resizing this rule is not currently applied to AA or wireframe pictures, they are instead taken from whatever the window size is. Todo: Render AA and wireframe to a separate picture used for the screenshot in addition to the one for display. 1.3 AA Make AA apply instantly during gameplay if possible */ #include "Globals.h" #include "Atomic.h" #include "Thread.h" #include "LogManager.h" #include #ifdef _WIN32 #include "EmuWindow.h" #include "IniFile.h" #endif #if defined(HAVE_WX) && HAVE_WX #include "VideoConfigDiag.h" #include "DebuggerPanel.h" #endif // HAVE_WX #include "MainBase.h" #include "VideoConfig.h" #include "LookUpTables.h" #include "ImageWrite.h" #include "Render.h" #include "GLUtil.h" #include "Fifo.h" #include "OpcodeDecoding.h" #include "TextureCache.h" #include "BPStructs.h" #include "VertexLoader.h" #include "VertexLoaderManager.h" #include "VertexManager.h" #include "PixelShaderCache.h" #include "PixelShaderManager.h" #include "VertexShaderCache.h" #include "VertexShaderManager.h" #include "CommandProcessor.h" #include "PixelEngine.h" #include "TextureConverter.h" #include "PostProcessing.h" #include "OnScreenDisplay.h" #include "Setup.h" #include "DLCache.h" #include "FramebufferManager.h" #include "Core.h" #include "VideoState.h" #include "VideoBackend.h" #include "ConfigManager.h" namespace OGL { std::string VideoBackend::GetName() { return "OpenGL"; } void GetShaders(std::vector &shaders) { shaders.clear(); if (File::IsDirectory(File::GetUserPath(D_SHADERS_IDX))) { File::FSTEntry entry; File::ScanDirectoryTree(File::GetUserPath(D_SHADERS_IDX), entry); for (u32 i = 0; i < entry.children.size(); i++) { std::string name = entry.children[i].virtualName.c_str(); if (!strcasecmp(name.substr(name.size() - 4).c_str(), ".txt")) name = name.substr(0, name.size() - 4); shaders.push_back(name); } } else { File::CreateDir(File::GetUserPath(D_SHADERS_IDX)); } } void InitBackendInfo() { g_Config.backend_info.APIType = API_OPENGL; g_Config.backend_info.bUseRGBATextures = false; g_Config.backend_info.bSupportsEFBToRAM = true; g_Config.backend_info.bSupportsRealXFB = true; g_Config.backend_info.bSupports3DVision = false; g_Config.backend_info.bAllowSignedBytes = true; g_Config.backend_info.bSupportsDualSourceBlend = false; // supported, but broken g_Config.backend_info.bSupportsFormatReinterpretation = false; g_Config.backend_info.bSupportsPixelLighting = true; } void VideoBackend::ShowConfig(void *_hParent) { #if defined(HAVE_WX) && HAVE_WX InitBackendInfo(); // aamodes const char* caamodes[] = {"None", "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA"}; g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes)); // pp shaders GetShaders(g_Config.backend_info.PPShaders); VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)_hParent, "OpenGL", "gfx_opengl"); diag->ShowModal(); diag->Destroy(); #endif } void VideoBackend::Initialize() { InitBackendInfo(); frameCount = 0; g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_opengl.ini").c_str()); g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str()); g_Config.UpdateProjectionHack(); UpdateActiveConfig(); if (!OpenGL_Create(640, 480)) return; OSD::AddMessage("Dolphin OpenGL Video Plugin.", 5000); s_PluginInitialized = true; } // This is called after Initialize() from the Core // Run from the graphics thread void VideoBackend::Video_Prepare() { OpenGL_MakeCurrent(); //if (!Renderer::Init()) { // g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE); // PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info"); // exit(1); //} g_renderer = new Renderer; s_efbAccessRequested = false; s_FifoShuttingDown = false; s_swapRequested = false; CommandProcessor::Init(); PixelEngine::Init(); g_texture_cache = new TextureCache; BPInit(); g_vertex_manager = new VertexManager; Fifo_Init(); // must be done before OpcodeDecoder_Init() OpcodeDecoder_Init(); VertexShaderCache::Init(); VertexShaderManager::Init(); PixelShaderCache::Init(); PixelShaderManager::Init(); PostProcessing::Init(); GL_REPORT_ERRORD(); VertexLoaderManager::Init(); TextureConverter::Init(); DLCache::Init(); // Notify the core that the video plugin is ready Core::Callback_CoreMessage(WM_USER_CREATE); INFO_LOG(VIDEO, "Video plugin initialized."); } void VideoBackend::Shutdown() { s_PluginInitialized = false; s_efbAccessRequested = false; s_FifoShuttingDown = false; s_swapRequested = false; DLCache::Shutdown(); Fifo_Shutdown(); OGL::PostProcessing::Shutdown(); // The following calls are NOT Thread Safe // And need to be called from the video thread OGL::TextureConverter::Shutdown(); VertexLoaderManager::Shutdown(); OGL::VertexShaderCache::Shutdown(); VertexShaderManager::Shutdown(); PixelShaderManager::Shutdown(); OGL::PixelShaderCache::Shutdown(); delete g_vertex_manager; delete g_texture_cache; OpcodeDecoder_Shutdown(); delete g_renderer; OpenGL_Shutdown(); } }