dolphin/Source/Core/VideoBackends/D3D/main.cpp

244 lines
5.8 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <wx/wx.h>
#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 "EmuWindow.h"
#include "IndexGenerator.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 | D3D | %hs"), scm_rev_str, text);
EmuWindow::SetWindowText(temp);
}
std::string VideoBackend::GetName()
{
return "D3D";
}
std::string VideoBackend::GetDisplayName()
{
return "Direct3D";
}
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_D3D;
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;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
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)
{
const size_t adapter_index = g_Config.backend_info.Adapters.size();
DXGI_ADAPTER_DESC desc;
ad->GetDesc(&desc);
// TODO: These don't get updated on adapter change, yet
if (adapter_index == g_Config.iAdapter)
{
char buf[32];
std::vector<DXGI_SAMPLE_DESC> modes;
modes = DX11::D3D::EnumAAModes(ad);
for (unsigned int i = 0; i < modes.size(); ++i)
{
if (i == 0) sprintf_s(buf, 32, _trans("None"));
else if (modes[i].Quality) sprintf_s(buf, 32, _trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality);
else sprintf_s(buf, 32, _trans("%d samples"), modes[i].Count);
g_Config.backend_info.AAModes.push_back(buf);
}
// Requires the earlydepthstencil attribute (only available in shader model 5)
g_Config.backend_info.bSupportsEarlyZ = (DX11::D3D::GetFeatureLevel(ad) == D3D_FEATURE_LEVEL_11_0);
}
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("Direct3D"), "gfx_dx11");
diag.ShowModal();
#endif
}
bool VideoBackend::Initialize(void *&window_handle)
{
InitializeShared();
InitBackendInfo();
frameCount = 0;
const SCoreStartupParameter& core_params = SConfig::GetInstance().m_LocalCoreStartupParameter;
g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_dx11.ini").c_str());
g_Config.GameIniLoad();
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();
IndexGenerator::Init();
VertexLoaderManager::Init();
OpcodeDecoder_Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
CommandProcessor::Init();
PixelEngine::Init();
// Tell the host that the window is ready
Host_Message(WM_USER_CREATE);
}
void VideoBackend::Shutdown()
{
s_BackendInitialized = false;
// TODO: should be in Video_Cleanup
if (g_renderer)
{
s_efbAccessRequested = FALSE;
s_FifoShuttingDown = FALSE;
s_swapRequested = FALSE;
// VideoCommon
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;
}
}
void VideoBackend::Video_Cleanup() {
}
}