401 lines
8.5 KiB
C++
401 lines
8.5 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "Common.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "VideoConfigDialog.h"
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#endif // HAVE_WX
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#include "../OGL/GLExtensions/GLExtensions.h"
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#include "Atomic.h"
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#include "SWCommandProcessor.h"
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#include "OpcodeDecoder.h"
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#include "SWVideoConfig.h"
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#include "SWPixelEngine.h"
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#include "BPMemLoader.h"
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#include "XFMemLoader.h"
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#include "Clipper.h"
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#include "Rasterizer.h"
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#include "SWRenderer.h"
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#include "HwRasterizer.h"
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#include "LogManager.h"
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#include "EfbInterface.h"
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#include "DebugUtil.h"
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#include "FileUtil.h"
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#include "VideoBackend.h"
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#include "Core.h"
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#include "OpcodeDecoder.h"
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#include "SWVertexLoader.h"
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#include "SWStatistics.h"
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#include "HW/VideoInterface.h"
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#include "HW/Memmap.h"
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#include "ConfigManager.h"
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#include "OnScreenDisplay.h"
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#define VSYNC_ENABLED 0
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static volatile u32 s_swapRequested = false;
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static volatile struct
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{
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u32 xfbAddr;
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u32 fbWidth;
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u32 fbHeight;
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} s_beginFieldArgs;
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namespace SW
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{
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static volatile bool fifoStateRun = false;
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static volatile bool emuRunningState = false;
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static std::mutex m_csSWVidOccupied;
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std::string VideoSoftware::GetName()
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{
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return _trans("Software Renderer");
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}
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void *DllDebugger(void *_hParent, bool Show)
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{
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return NULL;
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}
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void VideoSoftware::ShowConfig(void *_hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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VideoConfigDialog diag((wxWindow*)_hParent, "Software", "gfx_software");
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diag.ShowModal();
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#endif
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}
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bool VideoSoftware::Initialize(void *&window_handle)
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{
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g_SWVideoConfig.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_software.ini").c_str());
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InitInterface();
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GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
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if (!GLInterface->Create(window_handle))
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{
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INFO_LOG(VIDEO, "%s", "SWRenderer::Create failed\n");
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return false;
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}
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InitBPMemory();
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InitXFMemory();
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SWCommandProcessor::Init();
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SWPixelEngine::Init();
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OpcodeDecoder::Init();
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Clipper::Init();
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Rasterizer::Init();
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HwRasterizer::Init();
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SWRenderer::Init();
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DebugUtil::Init();
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return true;
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}
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void VideoSoftware::DoState(PointerWrap& p)
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{
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bool software = true;
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p.Do(software);
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if (p.GetMode() == PointerWrap::MODE_READ && software == false)
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// change mode to abort load of incompatible save state.
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p.SetMode(PointerWrap::MODE_VERIFY);
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// TODO: incomplete?
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SWCommandProcessor::DoState(p);
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SWPixelEngine::DoState(p);
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EfbInterface::DoState(p);
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OpcodeDecoder::DoState(p);
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Clipper::DoState(p);
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p.Do(swxfregs);
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p.Do(bpmem);
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p.DoPOD(swstats);
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// CP Memory
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p.DoArray(arraybases, 16);
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p.DoArray(arraystrides, 16);
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p.Do(MatrixIndexA);
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p.Do(MatrixIndexB);
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p.Do(g_VtxDesc.Hex);
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p.DoArray(g_VtxAttr, 8);
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p.DoMarker("CP Memory");
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}
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void VideoSoftware::CheckInvalidState()
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{
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// there is no state to invalidate
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}
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void VideoSoftware::PauseAndLock(bool doLock, bool unpauseOnUnlock)
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{
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if (doLock)
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{
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EmuStateChange(EMUSTATE_CHANGE_PAUSE);
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if (!Core::IsGPUThread())
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m_csSWVidOccupied.lock();
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}
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else
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{
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if (unpauseOnUnlock)
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EmuStateChange(EMUSTATE_CHANGE_PLAY);
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if (!Core::IsGPUThread())
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m_csSWVidOccupied.unlock();
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}
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}
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void VideoSoftware::RunLoop(bool enable)
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{
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emuRunningState = enable;
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}
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void VideoSoftware::EmuStateChange(EMUSTATE_CHANGE newState)
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{
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emuRunningState = (newState == EMUSTATE_CHANGE_PLAY) ? true : false;
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}
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void VideoSoftware::Shutdown()
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{
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// TODO: should be in Video_Cleanup
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HwRasterizer::Shutdown();
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SWRenderer::Shutdown();
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_SHUTDOWN);
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GLInterface->Shutdown();
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}
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void VideoSoftware::Video_Cleanup()
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{
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}
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// This is called after Video_Initialize() from the Core
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void VideoSoftware::Video_Prepare()
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{
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GLInterface->MakeCurrent();
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// Init extension support.
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if (!GLExtensions::Init())
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{
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ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
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return;
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}
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// Handle VSync on/off
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GLInterface->SwapInterval(VSYNC_ENABLED);
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_INIT);
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HwRasterizer::Prepare();
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SWRenderer::Prepare();
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INFO_LOG(VIDEO, "Video backend initialized.");
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}
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// Run from the CPU thread (from VideoInterface.cpp)
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void VideoSoftware::Video_BeginField(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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s_beginFieldArgs.xfbAddr = xfbAddr;
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s_beginFieldArgs.fbWidth = fbWidth;
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s_beginFieldArgs.fbHeight = fbHeight;
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}
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// Run from the CPU thread (from VideoInterface.cpp)
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void VideoSoftware::Video_EndField()
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{
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// Techincally the XFB is continually rendered out scanline by scanline between
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// BeginField and EndFeild, We could possibly get away with copying out the whole thing
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// at BeginField for less lag, but for the safest emulation we run it here.
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if (g_bSkipCurrentFrame || s_beginFieldArgs.xfbAddr == 0 ) {
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swstats.frameCount++;
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swstats.ResetFrame();
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Core::Callback_VideoCopiedToXFB(false);
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return;
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}
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if (!g_SWVideoConfig.bHwRasterizer) {
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if(!g_SWVideoConfig.bBypassXFB) {
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EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(s_beginFieldArgs.xfbAddr);
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SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
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}
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}
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// Idealy we would just move all the opengl contex stuff to the CPU thread, but this gets
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// messy when the Hardware Rasterizer is enabled.
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// And Neobrain loves his Hardware Rasterizer
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// If we are runing dual core, Signal the GPU thread about the new colour texture.
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if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread)
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Common::AtomicStoreRelease(s_swapRequested, true);
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else
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SWRenderer::Swap(s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
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}
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u32 VideoSoftware::Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
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{
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u32 value = 0;
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switch (type)
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{
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case PEEK_Z:
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{
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value = EfbInterface::GetDepth(x, y);
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break;
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}
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case POKE_Z:
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break;
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case PEEK_COLOR:
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{
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u32 color = 0;
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EfbInterface::GetColor(x, y, (u8*)&color);
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// rgba to argb
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value = (color >> 8) | (color & 0xff) << 24;
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break;
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}
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case POKE_COLOR:
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break;
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}
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return value;
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}
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u32 VideoSoftware::Video_GetQueryResult(PerfQueryType type)
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{
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// TODO:
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return 0;
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}
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bool VideoSoftware::Video_Screenshot(const char *_szFilename)
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{
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SWRenderer::SetScreenshot(_szFilename);
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return true;
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}
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// Run from the graphics thread
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static void VideoFifo_CheckSwapRequest()
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{
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if (Common::AtomicLoadAcquire(s_swapRequested))
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{
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SWRenderer::Swap(s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
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Common::AtomicStoreRelease(s_swapRequested, false);
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}
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}
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// -------------------------------
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// Enter and exit the video loop
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// -------------------------------
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void VideoSoftware::Video_EnterLoop()
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{
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std::lock_guard<std::mutex> lk(m_csSWVidOccupied);
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fifoStateRun = true;
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while (fifoStateRun)
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{
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VideoFifo_CheckSwapRequest();
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g_video_backend->PeekMessages();
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if (!SWCommandProcessor::RunBuffer())
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{
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Common::YieldCPU();
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}
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while (!emuRunningState && fifoStateRun)
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{
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g_video_backend->PeekMessages();
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VideoFifo_CheckSwapRequest();
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m_csSWVidOccupied.unlock();
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Common::SleepCurrentThread(1);
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m_csSWVidOccupied.lock();
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}
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}
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}
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void VideoSoftware::Video_ExitLoop()
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{
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fifoStateRun = false;
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}
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// TODO : could use the OSD class in video common, we would need to implement the Renderer class
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// however most of it is useless for the SW backend so we could as well move it to its own class
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void VideoSoftware::Video_AddMessage(const char* pstr, u32 milliseconds)
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{
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}
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void VideoSoftware::Video_ClearMessages()
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{
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}
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void VideoSoftware::Video_SetRendering(bool bEnabled)
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{
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SWCommandProcessor::SetRendering(bEnabled);
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}
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void VideoSoftware::Video_GatherPipeBursted()
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{
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SWCommandProcessor::GatherPipeBursted();
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}
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bool VideoSoftware::Video_IsPossibleWaitingSetDrawDone(void)
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{
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return false;
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}
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bool VideoSoftware::Video_IsHiWatermarkActive(void)
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{
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return false;
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}
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void VideoSoftware::Video_AbortFrame(void)
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{
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}
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readFn16 VideoSoftware::Video_CPRead16()
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{
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return SWCommandProcessor::Read16;
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}
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writeFn16 VideoSoftware::Video_CPWrite16()
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{
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return SWCommandProcessor::Write16;
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}
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readFn16 VideoSoftware::Video_PERead16()
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{
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return SWPixelEngine::Read16;
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}
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writeFn16 VideoSoftware::Video_PEWrite16()
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{
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return SWPixelEngine::Write16;
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}
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writeFn32 VideoSoftware::Video_PEWrite32()
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{
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return SWPixelEngine::Write32;
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}
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// Draw messages on top of the screen
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unsigned int VideoSoftware::PeekMessages()
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{
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return GLInterface->PeekMessages();
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}
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// Show the current FPS
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void VideoSoftware::UpdateFPSDisplay(const char *text)
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{
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char temp[100];
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snprintf(temp, sizeof temp, "%s | Software | %s", scm_rev_str, text);
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GLInterface->UpdateFPSDisplay(temp);
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}
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}
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