// 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 "LogManager.h" #include "BPStructs.h" #include "CommandProcessor.h" #include "Fifo.h" #include "OnScreenDisplay.h" #include "OpcodeDecoding.h" #include "PixelEngine.h" #include "PixelShaderManager.h" #include "VideoConfig.h" #include "VertexLoaderManager.h" #include "VertexShaderManager.h" #include "Core.h" #include "Host.h" #include "Debugger/DebuggerPanel.h" #include "DLCache.h" #include "EmuWindow.h" #include "FileUtil.h" #include "Globals.h" #include "IniFile.h" #include "VideoConfigDiag.h" #include "D3DUtil.h" #include "D3DBase.h" #include "PerfQuery.h" #include "PixelShaderCache.h" #include "TextureCache.h" #include "VertexManager.h" #include "VertexShaderCache.h" #include "VideoBackend.h" #include "ConfigManager.h" namespace DX11 { unsigned int VideoBackend::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 VideoBackend::UpdateFPSDisplay(const char *text) { TCHAR temp[512]; swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX11 | %hs"), scm_rev_str, text); EmuWindow::SetWindowText(temp); } std::string VideoBackend::GetName() { return "Direct3D11"; } void InitBackendInfo() { HRESULT hr = DX11::D3D::LoadDXGI(); if (SUCCEEDED(hr)) hr = DX11::D3D::LoadD3D(); if (FAILED(hr)) { DX11::D3D::UnloadDXGI(); return; } g_Config.backend_info.APIType = API_D3D11; g_Config.backend_info.bUseRGBATextures = true; // the GX formats barely match any D3D11 formats g_Config.backend_info.bUseMinimalMipCount = true; g_Config.backend_info.bSupports3DVision = false; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsFormatReinterpretation = true; g_Config.backend_info.bSupportsPixelLighting = true; IDXGIFactory* factory; IDXGIAdapter* ad; hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); if (FAILED(hr)) PanicAlert("Failed to create IDXGIFactory object"); // adapters g_Config.backend_info.Adapters.clear(); g_Config.backend_info.AAModes.clear(); while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND) { DXGI_ADAPTER_DESC desc; ad->GetDesc(&desc); // TODO: These don't get updated on adapter change, yet if (g_Config.backend_info.Adapters.size() == g_Config.iAdapter) { char buf[32]; std::vector modes; modes = DX11::D3D::EnumAAModes(ad); for (unsigned int i = 0; i < modes.size(); ++i) { if (i == 0) sprintf_s(buf, 32, "None"); else if (modes[i].Quality) sprintf_s(buf, 32, "%d samples (quality level %d)", modes[i].Count, modes[i].Quality); else sprintf_s(buf, 32, "%d samples", modes[i].Count); g_Config.backend_info.AAModes.push_back(buf); } } g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description)); ad->Release(); } factory->Release(); // Clear ppshaders string vector g_Config.backend_info.PPShaders.clear(); DX11::D3D::UnloadDXGI(); DX11::D3D::UnloadD3D(); } void VideoBackend::ShowConfig(void *_hParent) { #if defined(HAVE_WX) && HAVE_WX InitBackendInfo(); VideoConfigDiag diag((wxWindow*)_hParent, _trans("Direct3D11"), "gfx_dx11"); diag.ShowModal(); #endif } bool VideoBackend::Initialize(void *&window_handle) { InitializeShared(); InitBackendInfo(); frameCount = 0; g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_dx11.ini").c_str()); g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str()); g_Config.UpdateProjectionHack(); g_Config.VerifyValidity(); UpdateActiveConfig(); window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait.")); if (window_handle == NULL) { ERROR_LOG(VIDEO, "An error has occurred while trying to create the window."); return false; } s_BackendInitialized = true; return true; } void VideoBackend::Video_Prepare() { // Better be safe... s_efbAccessRequested = FALSE; s_FifoShuttingDown = FALSE; s_swapRequested = FALSE; // internal interfaces g_renderer = new Renderer; g_texture_cache = new TextureCache; g_vertex_manager = new VertexManager; g_perf_query = new PerfQuery; 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 Host_Message(WM_USER_CREATE); } void VideoBackend::Shutdown() { s_BackendInitialized = false; if (g_renderer) { 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_perf_query; delete g_vertex_manager; delete g_texture_cache; delete g_renderer; g_renderer = NULL; g_texture_cache = NULL; } } }