// 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 #include #include #include #include #include "Common.h" #include "Atomic.h" #include "Thread.h" #include "LogManager.h" #include "VideoConfig.h" #include "Fifo.h" #include "OpcodeDecoding.h" #include "BPStructs.h" #include "VertexLoaderManager.h" #include "VertexShaderManager.h" #include "PixelShaderManager.h" #include "CommandProcessor.h" #include "PixelEngine.h" #include "OnScreenDisplay.h" #include "VideoState.h" #include "XFBConvert.h" #include "Render.h" #include "MainBase.h" #include "main.h" #include "resource.h" #include "VideoConfigDiag.h" #include "TextureCache.h" #include "VertexManager.h" #include "VertexShaderCache.h" #include "PixelShaderCache.h" #include "D3DTexture.h" #include "D3DUtil.h" #include "W32Util/Misc.h" #include "EmuWindow.h" #include "FramebufferManager.h" #include "DLCache.h" HINSTANCE g_hInstance = NULL; bool IsD3D() { return true; } // This is used for the functions right below here which use wxwidgets #if defined(HAVE_WX) && HAVE_WX WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); #endif void *DllDebugger(void *_hParent, bool Show) { return NULL; } #if defined(HAVE_WX) && HAVE_WX class wxDLLApp : public wxApp { bool OnInit() { return true; } }; IMPLEMENT_APP_NO_MAIN(wxDLLApp) WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); #endif BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpvReserved) { switch (dwReason) { case DLL_PROCESS_ATTACH: { #if defined(HAVE_WX) && HAVE_WX wxSetInstance((HINSTANCE)hinstDLL); wxInitialize(); #endif } break; case DLL_PROCESS_DETACH: #if defined(HAVE_WX) && HAVE_WX wxUninitialize(); #endif 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) { char temp[512]; sprintf_s(temp, 512, "SVN R%s: DX11: %s", svn_rev_str, text); SetWindowTextA(EmuWindow::GetWnd(), temp); } void GetDllInfo(PLUGIN_INFO* _PluginInfo) { _PluginInfo->Version = 0x0100; _PluginInfo->Type = PLUGIN_TYPE_VIDEO; #ifdef DEBUGFAST sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (DebugFast)"); #elif defined _DEBUG sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (Debug)"); #else sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11"); #endif } void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) { globals = _pPluginGlobals; LogManager::SetInstance((LogManager*)globals->logManager); } void DllConfig(void *_hParent) { g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx11.ini").c_str()); std::vector adapters; IDXGIFactory* factory; IDXGIAdapter* ad; const HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); if (FAILED(hr)) PanicAlert("Failed to create IDXGIFactory object"); char tmpstr[512] = {}; DXGI_ADAPTER_DESC desc; while (factory->EnumAdapters((UINT)adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND) { ad->GetDesc(&desc); WideCharToMultiByte(/*CP_UTF8*/CP_ACP, 0, desc.Description, -1, tmpstr, 512, 0, false); adapters.push_back(tmpstr); } VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)_hParent, "Direct3D11", adapters); diag->ShowModal(); diag->Destroy(); g_Config.Save((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx11.ini").c_str()); } void Initialize(void *init) { 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_dx11.ini").c_str()); g_Config.GameIniLoad(globals->game_ini); 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; } 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 Direct3D11 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 DX11::Renderer; g_texture_cache = new DX11::TextureCache; g_vertex_manager = new DX11::VertexManager; VertexShaderCache::Init(); PixelShaderCache::Init(); D3D::InitUtils(); // VideoCommon BPInit(); Fifo_Init(); VertexLoaderManager::Init(); OpcodeDecoder_Init(); VertexShaderManager::Init(); PixelShaderManager::Init(); CommandProcessor::Init(); PixelEngine::Init(); DLCache::Init(); // Tell the host that the window 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 D3D::ShutdownUtils(); PixelShaderCache::Shutdown(); VertexShaderCache::Shutdown(); delete g_vertex_manager; delete g_texture_cache; delete g_renderer; EmuWindow::Close(); s_PluginInitialized = false; } void DoState(unsigned char **ptr, int mode) { // Clear texture cache because it might have written to RAM CommandProcessor::FifoCriticalEnter(); TextureCache::Invalidate(false); CommandProcessor::FifoCriticalLeave(); // No need to clear shader caches PointerWrap p(ptr, mode); VideoCommon_DoState(p); }