// 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/ #include "Common.h" #include "Atomic.h" #include "Thread.h" #include "LogManager.h" #if defined(HAVE_WX) && HAVE_WX #include "VideoConfigDiag.h" #endif // HAVE_WX #if defined(HAVE_WX) && HAVE_WX #include "DebuggerPanel.h" #endif // HAVE_WX #include "MainBase.h" #include "main.h" #include "VideoConfig.h" #include "Fifo.h" #include "OpcodeDecoding.h" #include "TextureCache.h" #include "BPStructs.h" #include "VertexManager.h" #include "FramebufferManager.h" #include "VertexLoaderManager.h" #include "VertexShaderManager.h" #include "PixelShaderManager.h" #include "VertexShaderCache.h" #include "PixelShaderCache.h" #include "CommandProcessor.h" #include "PixelEngine.h" #include "OnScreenDisplay.h" #include "D3DTexture.h" #include "D3DUtil.h" #include "EmuWindow.h" #include "VideoState.h" #include "XFBConvert.h" #include "render.h" #include "DLCache.h" #include "IniFile.h" HINSTANCE g_hInstance = NULL; wxLocale *InitLanguageSupport() { wxLocale *m_locale; unsigned int language = 0; IniFile ini; ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX)); ini.Get("Interface", "Language", &language, wxLANGUAGE_DEFAULT); // Load language if possible, fall back to system default otherwise if(wxLocale::IsAvailable(language)) { m_locale = new wxLocale(language); m_locale->AddCatalogLookupPathPrefix(wxT("Languages")); m_locale->AddCatalog(wxT("dolphin-emu")); if(!m_locale->IsOk()) { PanicAlertT("Error loading selected language. Falling back to system default."); delete m_locale; m_locale = new wxLocale(wxLANGUAGE_DEFAULT); } } else { PanicAlertT("The selected language is not supported by your system. Falling back to system default."); m_locale = new wxLocale(wxLANGUAGE_DEFAULT); } return m_locale; } // This is used for the functions right below here which use wxwidgets WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); void *DllDebugger(void *_hParent, bool Show) { return new GFXDebuggerPanel((wxWindow*)_hParent); } class wxDLLApp : public wxApp { bool OnInit() { return true; } }; IMPLEMENT_APP_NO_MAIN(wxDLLApp) WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpvReserved) { static wxLocale *m_locale; switch (dwReason) { case DLL_PROCESS_ATTACH: { wxSetInstance((HINSTANCE)hinstDLL); wxInitialize(); m_locale = InitLanguageSupport(); } break; case DLL_PROCESS_DETACH: wxUninitialize(); delete m_locale; break; } g_hInstance = hinstDLL; return TRUE; } unsigned int Callback_PeekMessages() { MSG msg; while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) { if (msg.message == WM_QUIT) return FALSE; TranslateMessage(&msg); DispatchMessage(&msg); } return TRUE; } void UpdateFPSDisplay(const char *text) { TCHAR temp[512]; swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX9 | %hs"), svn_rev_str, text); SetWindowText(EmuWindow::GetWnd(), temp); } void GetDllInfo(PLUGIN_INFO* _PluginInfo) { _PluginInfo->Version = 0x0100; _PluginInfo->Type = PLUGIN_TYPE_VIDEO; #ifdef DEBUGFAST sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9 (DebugFast)"); #elif defined _DEBUG sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9 (Debug)"); #else sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9"); #endif } void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) { globals = _pPluginGlobals; LogManager::SetInstance((LogManager*)globals->logManager); } void DllAbout(HWND _hParent) { //DialogBox(g_hInstance,(LPCTSTR)IDD_ABOUT,_hParent,(DLGPROC)AboutProc); } void InitBackendInfo() { g_Config.backend_info.APIType = API_D3D9; g_Config.backend_info.bUseRGBATextures = true; g_Config.backend_info.bSupportsEFBToRAM = true; g_Config.backend_info.bSupportsRealXFB = true; g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bAllowSignedBytes = false; g_Config.backend_info.bSupportsDualSourceBlend = false; g_Config.backend_info.bSupportsFormatReinterpretation = true; int shaderModel = ((DX9::D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF); int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536); g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants; } void DllConfig(void *_hParent) { #if defined(HAVE_WX) && HAVE_WX InitBackendInfo(); DX9::D3D::Init(); // adapters g_Config.backend_info.Adapters.clear(); for (int i = 0; i < DX9::D3D::GetNumAdapters(); ++i) g_Config.backend_info.Adapters.push_back(DX9::D3D::GetAdapter(i).ident.Description); // aamodes g_Config.backend_info.AAModes.clear(); if (g_Config.iAdapter < DX9::D3D::GetNumAdapters()) { const DX9::D3D::Adapter &adapter = DX9::D3D::GetAdapter(g_Config.iAdapter); for (int i = 0; i < (int)adapter.aa_levels.size(); ++i) g_Config.backend_info.AAModes.push_back(adapter.aa_levels[i].name); } VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)_hParent, _trans("Direct3D9"), "gfx_dx9"); diag->ShowModal(); diag->Destroy(); DX9::D3D::Shutdown(); #endif } void Initialize(void *init) { InitBackendInfo(); frameCount = 0; SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init; // Create a shortcut to _pVideoInitialize that can also update it g_VideoInitialize = *(_pVideoInitialize); InitXFBConvTables(); g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx9.ini").c_str()); g_Config.GameIniLoad(globals->game_ini); UpdateProjectionHack(g_Config.iPhackvalue); // DX9 projection hack could be disabled by commenting out this line UpdateActiveConfig(); g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create((HWND)g_VideoInitialize.pWindowHandle, g_hInstance, _T("Loading - Please wait.")); if (g_VideoInitialize.pWindowHandle == NULL) { ERROR_LOG(VIDEO, "An error has occurred while trying to create the window."); return; } else if (FAILED(DX9::D3D::Init())) { MessageBox(GetActiveWindow(), _T("Unable to initialize Direct3D. Please make sure that you have the latest version of DirectX 9.0c correctly installed."), _T("Fatal Error"), MB_ICONERROR|MB_OK); return; } g_VideoInitialize.pPeekMessages = &Callback_PeekMessages; g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay; _pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages; _pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay; // Now the window handle is written _pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle; OSD::AddMessage("Dolphin Direct3D9 Video Plugin.", 5000); s_PluginInitialized = true; } void Video_Prepare() { // Better be safe... s_efbAccessRequested = FALSE; s_FifoShuttingDown = FALSE; s_swapRequested = FALSE; // internal interfaces g_renderer = new DX9::Renderer; g_texture_cache = new DX9::TextureCache; g_vertex_manager = new DX9::VertexManager; // VideoCommon BPInit(); Fifo_Init(); VertexLoaderManager::Init(); OpcodeDecoder_Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); CommandProcessor::Init(); PixelEngine::Init(); DLCache::Init(); // Notify the core that the video plugin is ready g_VideoInitialize.pCoreMessage(WM_USER_CREATE); } void Shutdown() { s_PluginInitialized = false; s_efbAccessRequested = FALSE; s_FifoShuttingDown = FALSE; s_swapRequested = FALSE; // VideoCommon DLCache::Shutdown(); Fifo_Shutdown(); CommandProcessor::Shutdown(); PixelShaderManager::Shutdown(); VertexShaderManager::Shutdown(); OpcodeDecoder_Shutdown(); VertexLoaderManager::Shutdown(); // internal interfaces DX9::PixelShaderCache::Shutdown(); DX9::VertexShaderCache::Shutdown(); delete g_vertex_manager; delete g_texture_cache; delete g_renderer; DX9::D3D::Shutdown(); EmuWindow::Close(); }