439 lines
11 KiB
C++
439 lines
11 KiB
C++
// Copyright (C) 2003-2009 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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// OpenGL Plugin Documentation
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/*
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1.1 Display settings
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Internal and fullscreen resolution: Since the only internal resolutions allowed are also
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fullscreen resolution allowed by the system there is only need for one resolution setting
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that applies to both the internal resolution and the fullscreen resolution.
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Todo: Make the internal resolution option apply instantly, currently only the native and 2x option
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applies instantly. To do this we need to enumerate all avaliable display resolutions before
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Renderer:Init().
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1.2 Screenshots
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The screenshots should be taken from the internal representation of the picture regardless of
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what the current window size is. Since AA and wireframe is applied together with the picture resizing
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this rule is not currently applied to AA or wireframe pictures, they are instead taken from whatever
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the window size is.
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Todo: Render AA and wireframe to a separate picture used for the screenshot in addition to the one
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for display.
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1.3 AA
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Make AA apply instantly during gameplay if possible
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*/
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#include "Globals.h"
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#include <cstdarg>
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#ifdef _WIN32
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#include "OS/Win32.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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#include "GUI/ConfigDlg.h"
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#endif
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#include "Config.h"
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#include "LookUpTables.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "GLUtil.h"
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#include "Fifo.h"
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#include "OpcodeDecoding.h"
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#include "TextureMngr.h"
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#include "BPStructs.h"
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#include "VertexLoader.h"
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#include "VertexLoaderManager.h"
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#include "VertexManager.h"
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#include "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "VertexShaderManager.h"
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#include "XFB.h"
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#include "XFBConvert.h"
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#include "TextureConverter.h"
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#include "PostProcessing.h"
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#include "OnScreenDisplay.h"
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#include "Setup.h"
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#include "VideoState.h"
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SVideoInitialize g_VideoInitialize;
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PLUGIN_GLOBALS* globals = NULL;
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// Logging
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int GLScissorX, GLScissorY, GLScissorW, GLScissorH;
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#if defined(HAVE_WX) && HAVE_WX
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void DllDebugger(HWND _hParent, bool Show)
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{
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// TODO: Debugger needs recoding, right now its useless
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}
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void DoDllDebugger(){}
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#else
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void DllDebugger(HWND _hParent, bool Show) { }
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void DoDllDebugger() { }
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#endif
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void GetDllInfo (PLUGIN_INFO* _PluginInfo)
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{
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_PluginInfo->Version = 0x0100;
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_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
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#ifdef DEBUGFAST
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sprintf(_PluginInfo->Name, "Dolphin OpenGL (DebugFast)");
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#else
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#ifndef _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin OpenGL");
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#else
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sprintf(_PluginInfo->Name, "Dolphin OpenGL (Debug)");
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#endif
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#endif
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
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{
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globals = _pPluginGlobals;
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LogManager::SetInstance((LogManager *)globals->logManager);
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}
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// This is used for the fuctions right below here, in DllConfig()
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#if defined(HAVE_WX) && HAVE_WX && defined _WIN32
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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extern HINSTANCE g_hInstance;
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#endif
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void DllConfig(HWND _hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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// This is needed because now we use wxEntryCleanup() when closing the configuration window
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// if (!wxTheApp || !wxTheApp->CallOnInit())
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// {
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#ifdef _WIN32
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wxSetInstance((HINSTANCE)g_hInstance);
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#endif
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// int argc = 0;
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// char **argv = NULL;
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// wxEntryStart(argc, argv);
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// }
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wxWindow *win = new wxWindow();
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#ifdef _WIN32
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win->SetHWND((WXHWND)_hParent);
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win->AdoptAttributesFromHWND();
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#endif
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ConfigDialog *config_dialog = new ConfigDialog(win);
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#endif
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//Console::Open();
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#if defined(_WIN32) && defined(HAVE_WX) && HAVE_WX
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// Search for avaliable resolutions
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DWORD iModeNum = 0;
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DEVMODE dmi;
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ZeroMemory(&dmi, sizeof(dmi));
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dmi.dmSize = sizeof(dmi);
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std::vector<std::string> resos;
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resos.reserve(20);
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int i = 0;
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while (EnumDisplaySettings(NULL, iModeNum++, &dmi) != 0)
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{
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char szBuffer[100];
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sprintf(szBuffer, "%dx%d", dmi.dmPelsWidth, dmi.dmPelsHeight);
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std::string strBuffer(szBuffer);
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// Create a check loop to check every pointer of resolutions to see if the res is added or not
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int b = 0;
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bool resFound = false;
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while (b < i && !resFound)
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{
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// Is the res already added?
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resFound = (resos[b] == strBuffer);
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b++;
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}
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// Add the resolution
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if (!resFound && i < 100) // don't want to overflow resos array. not likely to happen, but you never know.
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{
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resos.push_back(strBuffer);
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i++;
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config_dialog->AddFSReso(szBuffer);
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config_dialog->AddWindowReso(szBuffer);
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}
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ZeroMemory(&dmi, sizeof(dmi));
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}
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#elif defined(HAVE_X11) && HAVE_X11 && defined(HAVE_XXF86VM) &&\
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HAVE_XXF86VM && defined(HAVE_WX) && HAVE_WX
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int glxMajorVersion, glxMinorVersion;
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int vidModeMajorVersion, vidModeMinorVersion;
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GLWin.dpy = XOpenDisplay(0);
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glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion);
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XF86VidModeQueryVersion(GLWin.dpy, &vidModeMajorVersion, &vidModeMinorVersion);
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//Get all full screen resos for the config dialog
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XF86VidModeModeInfo **modes = NULL;
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int modeNum = 0;
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int bestMode = 0;
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//set best mode to current
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bestMode = 0;
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XF86VidModeGetAllModeLines(GLWin.dpy, GLWin.screen, &modeNum, &modes);
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int px = 0, py = 0;
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if (modeNum > 0 && modes != NULL)
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{
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for (int i = 0; i < modeNum; i++)
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{
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if (px != modes[i]->hdisplay && py != modes[i]->vdisplay)
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{
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char temp[32];
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sprintf(temp,"%dx%d", modes[i]->hdisplay, modes[i]->vdisplay);
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config_dialog->AddFSReso(temp);
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config_dialog->AddWindowReso(temp);//Add same to Window ones, since they should be nearly all that's needed
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px = modes[i]->hdisplay;//Used to remove repeating from different screen depths
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py = modes[i]->vdisplay;
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}
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}
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}
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XFree(modes);
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#elif defined(HAVE_COCOA) && HAVE_COCOA && defined(HAVE_WX) && HAVE_WX
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CFArrayRef modes;
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CFRange range;
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CFDictionaryRef modesDict;
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CFNumberRef modeValue;
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int modeWidth;
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int modeHeight;
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int modeBpp;
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int modeIndex;
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int px = 0, py = 0;
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modes = CGDisplayAvailableModes(CGMainDisplayID());
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range.location = 0;
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range.length = CFArrayGetCount(modes);
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for (modeIndex=0; modeIndex<range.length; modeIndex++)
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{
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modesDict = (CFDictionaryRef)CFArrayGetValueAtIndex(modes, modeIndex);
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modeValue = (CFNumberRef) CFDictionaryGetValue(modesDict, kCGDisplayWidth);
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CFNumberGetValue(modeValue, kCFNumberLongType, &modeWidth);
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modeValue = (CFNumberRef) CFDictionaryGetValue(modesDict, kCGDisplayHeight);
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CFNumberGetValue(modeValue, kCFNumberLongType, &modeHeight);
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modeValue = (CFNumberRef) CFDictionaryGetValue(modesDict, kCGDisplayBitsPerPixel);
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CFNumberGetValue(modeValue, kCFNumberLongType, &modeBpp);
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if (px != modeWidth && py != modeHeight)
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{
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char temp[32];
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sprintf(temp,"%dx%d", modeWidth, modeHeight);
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config_dialog->AddFSReso(temp);
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config_dialog->AddWindowReso(temp);//Add same to Window ones, since they should be nearly all that's needed
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px = modeWidth;
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py = modeHeight;
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}
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}
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#endif
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// Check if at least one resolution was found. If we don't and the resolution array is empty
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// CreateGUIControls() will crash because the array is empty.
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#if defined(HAVE_WX) && HAVE_WX
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if (config_dialog->arrayStringFor_FullscreenCB.size() == 0)
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{
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config_dialog->AddFSReso("<No resolutions found>");
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config_dialog->AddWindowReso("<No resolutions found>");
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}
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config_dialog->CreateGUIControls();
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// Hm, why does this code show it modally?
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config_dialog->ShowModal();
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#endif
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}
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void Initialize(void *init)
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{
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frameCount = 0;
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SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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g_VideoInitialize = *(_pVideoInitialize); // Create a shortcut to _pVideoInitialize that can also update it
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InitLUTs();
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InitXFBConvTables();
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g_Config.Load();
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g_Config.GameIniLoad();
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g_Config.UpdateProjectionHack();
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if (!OpenGL_Create(g_VideoInitialize, 640, 480)) // 640x480 will be the default if all else fails
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{
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g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
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return;
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}
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_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
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_pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
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// Now the window handle is written
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_pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
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OSD::AddMessage("Dolphin OpenGL Video Plugin" ,5000);
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}
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void DoState(unsigned char **ptr, int mode) {
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#ifndef _WIN32
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// WHY is this here??
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OpenGL_MakeCurrent();
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#endif
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// Clear all caches that touch RAM
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TextureMngr::Invalidate(false);
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VertexLoaderManager::MarkAllDirty();
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PointerWrap p(ptr, mode);
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VideoCommon_DoState(p);
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// Refresh state.
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if (mode == PointerWrap::MODE_READ)
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{
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BPReload();
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RecomputeCachedArraybases();
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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 Video_Prepare(void)
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{
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OpenGL_MakeCurrent();
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if (!Renderer::Init()) {
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g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
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PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info");
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exit(1);
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}
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TextureMngr::Init();
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BPInit();
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VertexManager::Init();
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Fifo_Init(); // must be done before OpcodeDecoder_Init()
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OpcodeDecoder_Init();
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VertexShaderCache::Init();
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VertexShaderManager::Init();
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PixelShaderCache::Init();
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PixelShaderManager::Init();
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PostProcessing::Init();
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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INFO_LOG(VIDEO, "Video plugin initialized.");
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}
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void Shutdown(void)
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{
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Fifo_Shutdown();
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PostProcessing::Shutdown();
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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PixelShaderCache::Shutdown();
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VertexManager::Shutdown();
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TextureMngr::Shutdown();
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OpcodeDecoder_Shutdown();
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Renderer::Shutdown();
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OpenGL_Shutdown();
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}
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// Enter and exit the video loop
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void Video_EnterLoop()
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{
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Fifo_EnterLoop(g_VideoInitialize);
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}
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void Video_ExitLoop()
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{
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Fifo_ExitLoop();
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}
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// Screenshot and screen message
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void Video_Screenshot(const char *_szFilename)
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{
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Renderer::SetScreenshot(_szFilename);
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}
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void Video_AddMessage(const char* pstr, u32 milliseconds)
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{
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OSD::AddMessage(pstr, milliseconds);
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}
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// Run from the CPU thread (from VideoInterface.cpp) for certain homebrew games only
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void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset, bool scheduling)
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{
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if (g_Config.bUseXFB && XFB_isInit())
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{
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if (scheduling) // from CPU in DC without fifo&CP (some 2D homebrews)
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{
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XFB_SetUpdateArgs(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
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g_XFBUpdateRequested = TRUE;
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}
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else
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{
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if (_pXFB) // from CPU in SC mode
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{
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XFB_Draw(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
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g_VideoInitialize.pCopiedToXFB();
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}
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else // from GP in DC without fifo&CP (some 2D homebrews)
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{
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XFB_Draw();
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g_XFBUpdateRequested = FALSE;
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}
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}
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}
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}
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