// 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 "XFBConvert.h" #include "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 "PixelShaderCache.h" #include "TextureCache.h" #include "VertexManager.h" #include "VertexShaderCache.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) { char temp[512]; sprintf_s(temp, sizeof temp, "%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 InitBackendInfo() { 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.bSupportsEFBToRAM = false; g_Config.backend_info.bSupportsRealXFB = false; g_Config.backend_info.bSupports3DVision = false; g_Config.backend_info.bAllowSignedBytes = true; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsFormatReinterpretation = false; g_Config.backend_info.bSupportsPixelLighting = true; } void DllConfig(void *_hParent) { #if defined(HAVE_WX) && HAVE_WX InitBackendInfo(); HRESULT hr = D3D::LoadDXGI(); if (SUCCEEDED(hr)) hr = D3D::LoadD3D(); if (FAILED(hr)) { D3D::UnloadDXGI(); return; } IDXGIFactory* factory; IDXGIAdapter* ad; hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory); if (FAILED(hr)) PanicAlert("Failed to create IDXGIFactory object"); char tmpstr[512] = {}; DXGI_ADAPTER_DESC desc; // 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) { ad->GetDesc(&desc); WideCharToMultiByte(/*CP_UTF8*/CP_ACP, 0, desc.Description, -1, tmpstr, 512, 0, false); // 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; D3D::EnumAAModes(ad, modes); 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(tmpstr); ad->Release(); } factory->Release(); VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)_hParent, _trans("Direct3D11"), "gfx_dx11"); diag->ShowModal(); diag->Destroy(); D3D::UnloadDXGI(); D3D::UnloadD3D(); #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_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; }