// Copyright (C) 2003-2008 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 "Globals.h" #ifdef _WIN32 #include "OS/Win32.h" #endif #if defined(HAVE_WX) && HAVE_WX #include "GUI/ConfigDlg.h" #include "Debugger/Debugger.h" // for the CDebugger class #endif #include "Config.h" #include "LookUpTables.h" #include "ImageWrite.h" #include "Render.h" #include "GLUtil.h" #include "Fifo.h" #include "OpcodeDecoding.h" #include "TextureMngr.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 "XFB.h" #include "XFBConvert.h" #include "TextureConverter.h" #include "VideoState.h" SVideoInitialize g_VideoInitialize; /* Create debugging window. There's currently a strange crash that occurs whe a game is loaded if the OpenGL plugin was loaded before. I'll try to fix that. Currently you may have to clsoe the window if it has auto started, and then restart it after the dll has loaded for the purpose of the game. At that point there is no need to use the same dll instance as the one that is rendering the game. However, that could be done. Update: This crash seems to be gone for now. */ #if defined(HAVE_WX) && HAVE_WX CDebugger* m_frame; void DllDebugger(HWND _hParent, bool Show) { if(m_frame && Show) // if we have created it, let us show it again { m_frame->DoShow(); } else if(!m_frame && Show) { m_frame = new CDebugger(NULL); m_frame->Show(); } else if(m_frame && !Show) { m_frame->DoHide(); } } void DoDllDebugger() { //m_frame = new CDebugger(NULL); //m_frame->Show(); } #else void DllDebugger(HWND _hParent) { } void DoDllDebugger() { } #endif void GetDllInfo (PLUGIN_INFO* _PluginInfo) { _PluginInfo->Version = 0x0100; _PluginInfo->Type = PLUGIN_TYPE_VIDEO; #ifdef DEBUGFAST sprintf(_PluginInfo->Name, "Dolphin OpenGL (DebugFast)"); #else #ifndef _DEBUG sprintf(_PluginInfo->Name, "Dolphin OpenGL"); #else sprintf(_PluginInfo->Name, "Dolphin OpenGL (Debug)"); #endif #endif } void DllConfig(HWND _hParent) { #if defined(_WIN32) //wxWindow win; //win.SetHWND(_hParent); //ConfigDialog frame(&win); //ConfigDialog frame(NULL); ConfigDialog *frame; frame = new ConfigDialog(NULL); DWORD iModeNum = 0; DEVMODE dmi; ZeroMemory(&dmi, sizeof(dmi)); dmi.dmSize = sizeof(dmi); std::string resos[100]; int i = 0; while (EnumDisplaySettings(NULL, iModeNum++, &dmi) != 0) { char szBuffer[100]; sprintf(szBuffer,"%dx%d", dmi.dmPelsWidth, dmi.dmPelsHeight); //making a string cause char*[] to char was a baaad idea std::string strBuffer(szBuffer); //create a check loop to check every pointer of resos to see if the res is added or not int b = 0; bool resFound = false; while (b < i && !resFound) { //is the res already added? resFound = (resos[b] == strBuffer); b++; } if (!resFound) //and add the res { resos[i] = strBuffer; i++; //frame.AddFSReso(szBuffer); //frame.AddWindowReso(szBuffer); frame->AddFSReso(szBuffer); frame->AddWindowReso(szBuffer); } ZeroMemory(&dmi, sizeof(dmi)); } //frame.ShowModal(); frame->ShowModal(); //win.SetHWND(0); #elif defined(USE_WX) && USE_WX ConfigDialog frame(NULL); g_Config.Load(); frame.ShowModal(); #elif defined(HAVE_X11) && HAVE_X11 && defined(HAVE_XXF86VM) &&\ HAVE_XXF86VM && defined(HAVE_WX) && HAVE_WX ConfigDialog frame(NULL); g_Config.Load(); int glxMajorVersion, glxMinorVersion; int vidModeMajorVersion, vidModeMinorVersion; GLWin.dpy = XOpenDisplay(0); glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion); XF86VidModeQueryVersion(GLWin.dpy, &vidModeMajorVersion, &vidModeMinorVersion); //Get all full screen resos for the config dialog XF86VidModeModeInfo **modes = NULL; int modeNum = 0; int bestMode = 0; //set best mode to current bestMode = 0; XF86VidModeGetAllModeLines(GLWin.dpy, GLWin.screen, &modeNum, &modes); int px = 0, py = 0; if (modeNum > 0 && modes != NULL) { for (int i = 0; i < modeNum; i++) { if(px != modes[i]->hdisplay && py != modes[i]->vdisplay) { char temp[32]; sprintf(temp,"%dx%d", modes[i]->hdisplay, modes[i]->vdisplay); frame.AddFSReso(temp); frame.AddWindowReso(temp);//Add same to Window ones, since they should be nearly all that's needed px = modes[i]->hdisplay;//Used to remove repeating from different screen depths py = modes[i]->vdisplay; } } } XFree(modes); frame.ShowModal(); #endif } ////////////////////////////////////////////////////////////////////////////////////////// // Initialize video // ŻŻŻŻŻŻŻŻŻŻ void Video_Initialize(SVideoInitialize* _pVideoInitialize) { // When will this happen? if (_pVideoInitialize == NULL) return; // -------------------------------------------------- /* Dolphin currently crashes if the dll is loaded when a game is started so we close the debugger and open it again after loading Status: Currently it's working so no need for this */ /* if(m_frame) { m_frame->EndModal(0); wxEntryCleanup(); }//use wxUninitialize() if you don't want GUI */ // -------------------------------------------------- frameCount = 0; g_VideoInitialize = *_pVideoInitialize; // Create a shortcut to _pVideoInitialize that can also update it InitLUTs(); InitXFBConvTables(); g_Config.Load(); if (!OpenGL_Create(g_VideoInitialize, 640, 480)) // 640x480 will be the default if all else fails { g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE); return; } _pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages; _pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay; // Now the window handle is written _pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle; Renderer::AddMessage("Dolphin OpenGL Video Plugin" ,5000); } void Video_DoState(unsigned char **ptr, int mode) { //#ifdef _WIN32 // What is this code doing here? // if (!wglMakeCurrent(hDC,hRC)) { // PanicAlert("Can't Activate The GL Rendering Context for saving"); // return; // } //#elif defined(HAVE_COCOA) && HAVE_COCOA // cocoaGLMakeCurrent(GLWin.cocoaCtx,GLWin.cocoaWin); //#elif defined(HAVE_X11) && HAVE_X11 // glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx); //#endif #ifndef _WIN32 // WHY is this here?? OpenGL_MakeCurrent(); #endif // Clear all caches that touch RAM TextureMngr::Invalidate(); // DisplayListManager::Invalidate(); VertexLoaderManager::MarkAllDirty(); PointerWrap p(ptr, mode); VideoCommon_DoState(p); // Refresh state. if (mode == PointerWrap::MODE_READ) BPReload(); } // This is called after Video_Initialize() from the Core void Video_Prepare(void) { 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); } TextureMngr::Init(); BPInit(); VertexManager::Init(); Fifo_Init(); // must be done before OpcodeDecoder_Init() OpcodeDecoder_Init(); VertexShaderCache::Init(); VertexShaderManager::Init(); PixelShaderCache::Init(); PixelShaderManager::Init(); GL_REPORT_ERRORD(); VertexLoaderManager::Init(); TextureConverter::Init(); } void Video_Shutdown(void) { TextureConverter::Shutdown(); VertexLoaderManager::Shutdown(); VertexShaderCache::Shutdown(); VertexShaderManager::Shutdown(); PixelShaderManager::Shutdown(); PixelShaderCache::Shutdown(); Fifo_Shutdown(); VertexManager::Shutdown(); TextureMngr::Shutdown(); OpcodeDecoder_Shutdown(); Renderer::Shutdown(); OpenGL_Shutdown(); } void Video_Stop(void) { Fifo_Stop(); } void Video_EnterLoop() { Fifo_EnterLoop(g_VideoInitialize); } void DebugLog(const char* _fmt, ...) { #if defined(_DEBUG) || defined(DEBUGFAST) char* Msg = (char*)alloca(strlen(_fmt)+512); va_list ap; va_start( ap, _fmt ); vsnprintf( Msg, strlen(_fmt)+512, _fmt, ap ); va_end( ap ); g_VideoInitialize.pLog(Msg, FALSE); #endif } bool ScreenShot(TCHAR *File) { char str[64]; int left = 200, top = 15; sprintf(str, "Dolphin OpenGL"); Renderer::ResetGLState(); Renderer::RenderText(str, left+1, top+1, 0xff000000); Renderer::RenderText(str, left, top, 0xffc0ffff); Renderer::RestoreGLState(); if (Renderer::SaveRenderTarget(File, 0)) { char msg[255]; sprintf(msg, "saved %s\n", File); Renderer::AddMessage(msg, 500); return true; } return false; } unsigned int Video_Screenshot(TCHAR* _szFilename) { if (ScreenShot(_szFilename)) return TRUE; return FALSE; } void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset) { if(g_Config.bUseXFB) { XFB_Draw(_pXFB, _dwWidth, _dwHeight, _dwYOffset); } } void Video_AddMessage(const char* pstr, u32 milliseconds) { Renderer::AddMessage(pstr,milliseconds); }