338 lines
8.5 KiB
C++
338 lines
8.5 KiB
C++
// Copyright (C) 2003 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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#include <tchar.h>
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#include <windows.h>
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#include <d3dx11.h>
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#include <wx/wx.h>
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#include <wx/notebook.h>
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#include "Common.h"
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#include "Atomic.h"
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#include "Thread.h"
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#include "LogManager.h"
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#include "VideoConfig.h"
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#include "Fifo.h"
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#include "OpcodeDecoding.h"
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#include "BPStructs.h"
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#include "VertexLoaderManager.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "OnScreenDisplay.h"
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#include "VideoState.h"
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#include "XFBConvert.h"
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#include "Render.h"
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#include "MainBase.h"
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#include "main.h"
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#include "VideoConfigDiag.h"
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#include "TextureCache.h"
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#include "VertexManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderCache.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "EmuWindow.h"
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#include "FramebufferManager.h"
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#include "DLCache.h"
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#include "DebuggerPanel.h"
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#include "IniFile.h"
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HINSTANCE g_hInstance = NULL;
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wxLocale *InitLanguageSupport()
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{
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wxLocale *m_locale;
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unsigned int language = 0;
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IniFile ini;
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ini.Load(File::GetUserPath(F_DOLPHINCONFIG_IDX));
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ini.Get("Interface", "Language", &language, wxLANGUAGE_DEFAULT);
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// Load language if possible, fall back to system default otherwise
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if(wxLocale::IsAvailable(language))
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{
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m_locale = new wxLocale(language);
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m_locale->AddCatalogLookupPathPrefix(wxT("Languages"));
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m_locale->AddCatalog(wxT("dolphin-emu"));
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if(!m_locale->IsOk())
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{
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PanicAlertT("Error loading selected language. Falling back to system default.");
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delete m_locale;
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m_locale = new wxLocale(wxLANGUAGE_DEFAULT);
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}
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}
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else
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{
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PanicAlertT("The selected language is not supported by your system. Falling back to system default.");
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m_locale = new wxLocale(wxLANGUAGE_DEFAULT);
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}
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return m_locale;
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}
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// This is used for the functions right below here which use wxwidgets
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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void *DllDebugger(void *_hParent, bool Show)
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{
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return new GFXDebuggerPanel((wxWindow*)_hParent);
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}
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class wxDLLApp : public wxApp
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{
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bool OnInit()
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{
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return true;
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}
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpvReserved)
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{
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static wxLocale *m_locale;
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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{
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wxSetInstance((HINSTANCE)hinstDLL);
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wxInitialize();
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m_locale = InitLanguageSupport();
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}
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break;
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case DLL_PROCESS_DETACH:
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wxUninitialize();
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delete m_locale;
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break;
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}
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g_hInstance = hinstDLL;
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return TRUE;
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}
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unsigned int Callback_PeekMessages()
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{
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MSG msg;
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while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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return FALSE;
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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return TRUE;
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}
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void UpdateFPSDisplay(const char *text)
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{
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char temp[512];
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sprintf_s(temp, sizeof temp, "%s | DX11 | %s", svn_rev_str, text);
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SetWindowTextA(EmuWindow::GetWnd(), temp);
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}
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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_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (DebugFast)");
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#elif defined _DEBUG
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sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (Debug)");
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#else
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sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11");
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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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void InitBackendInfo()
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{
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g_Config.backend_info.APIType = API_D3D11;
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g_Config.backend_info.bUseRGBATextures = true; // the GX formats barely match any D3D11 formats
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g_Config.backend_info.bSupportsEFBToRAM = false;
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g_Config.backend_info.bSupportsRealXFB = false;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bAllowSignedBytes = true;
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsFormatReinterpretation = false;
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g_Config.backend_info.bSupportsPixelLighting = true;
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}
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void DllConfig(void *_hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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InitBackendInfo();
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HRESULT hr = D3D::LoadDXGI();
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if (SUCCEEDED(hr)) hr = D3D::LoadD3D();
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if (FAILED(hr))
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{
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D3D::UnloadDXGI();
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return;
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}
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IDXGIFactory* factory;
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IDXGIAdapter* ad;
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hr = PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
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if (FAILED(hr))
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PanicAlert("Failed to create IDXGIFactory object");
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char tmpstr[512] = {};
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DXGI_ADAPTER_DESC desc;
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// adapters
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g_Config.backend_info.Adapters.clear();
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g_Config.backend_info.AAModes.clear();
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while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND)
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{
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ad->GetDesc(&desc);
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WideCharToMultiByte(/*CP_UTF8*/CP_ACP, 0, desc.Description, -1, tmpstr, 512, 0, false);
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// TODO: These don't get updated on adapter change, yet
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if (g_Config.backend_info.Adapters.size() == g_Config.iAdapter)
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{
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char buf[32];
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std::vector<DXGI_SAMPLE_DESC> modes;
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D3D::EnumAAModes(ad, modes);
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for (unsigned int i = 0; i < modes.size(); ++i)
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{
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if (i == 0) sprintf_s(buf, 32, "None");
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else if (modes[i].Quality) sprintf_s(buf, 32, "%d samples (quality level %d)", modes[i].Count, modes[i].Quality);
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else sprintf_s(buf, 32, "%d samples", modes[i].Count);
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g_Config.backend_info.AAModes.push_back(buf);
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}
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}
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g_Config.backend_info.Adapters.push_back(tmpstr);
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ad->Release();
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}
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factory->Release();
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VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)_hParent, _trans("Direct3D11"), "gfx_dx11");
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diag->ShowModal();
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diag->Destroy();
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D3D::UnloadDXGI();
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D3D::UnloadD3D();
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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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InitBackendInfo();
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frameCount = 0;
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SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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// Create a shortcut to _pVideoInitialize that can also update it
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g_VideoInitialize = *(_pVideoInitialize);
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InitXFBConvTables();
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g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx11.ini").c_str());
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g_Config.GameIniLoad(globals->game_ini);
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UpdateActiveConfig();
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g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create((HWND)g_VideoInitialize.pWindowHandle, g_hInstance, _T("Loading - Please wait."));
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if (g_VideoInitialize.pWindowHandle == NULL)
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{
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ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
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return;
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}
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g_VideoInitialize.pPeekMessages = &Callback_PeekMessages;
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g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay;
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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 Direct3D11 Video Plugin.", 5000);
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s_PluginInitialized = true;
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}
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void Video_Prepare()
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{
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// Better be safe...
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s_efbAccessRequested = FALSE;
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s_FifoShuttingDown = FALSE;
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s_swapRequested = FALSE;
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// internal interfaces
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g_renderer = new DX11::Renderer;
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g_texture_cache = new DX11::TextureCache;
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g_vertex_manager = new DX11::VertexManager;
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VertexShaderCache::Init();
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PixelShaderCache::Init();
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D3D::InitUtils();
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// VideoCommon
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BPInit();
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Fifo_Init();
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VertexLoaderManager::Init();
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OpcodeDecoder_Init();
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VertexShaderManager::Init();
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PixelShaderManager::Init();
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CommandProcessor::Init();
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PixelEngine::Init();
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DLCache::Init();
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// Tell the host that the window is ready
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g_VideoInitialize.pCoreMessage(WM_USER_CREATE);
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}
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void Shutdown()
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{
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s_PluginInitialized = false;
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s_efbAccessRequested = FALSE;
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s_FifoShuttingDown = FALSE;
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s_swapRequested = FALSE;
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// VideoCommon
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DLCache::Shutdown();
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Fifo_Shutdown();
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CommandProcessor::Shutdown();
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PixelShaderManager::Shutdown();
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VertexShaderManager::Shutdown();
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OpcodeDecoder_Shutdown();
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VertexLoaderManager::Shutdown();
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// internal interfaces
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D3D::ShutdownUtils();
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PixelShaderCache::Shutdown();
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VertexShaderCache::Shutdown();
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delete g_vertex_manager;
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delete g_texture_cache;
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delete g_renderer;
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EmuWindow::Close();
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s_PluginInitialized = false;
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}
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