278 lines
6.7 KiB
C++
278 lines
6.7 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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// OpenGL Backend 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
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are also fullscreen resolution allowed by the system there is only need for one
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resolution setting that applies to both the internal resolution and the
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fullscreen resolution. - Apparently no, someone else doesn't agree
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Todo: Make the internal resolution option apply instantly, currently only the
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native and 2x option applies instantly. To do this we need to be able to change
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the reinitialize FramebufferManager:Init() while a game is running.
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1.2 Screenshots
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The screenshots should be taken from the internal representation of the picture
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regardless of what the current window size is. Since AA and wireframe is
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applied together with the picture resizing this rule is not currently applied
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to AA or wireframe pictures, they are instead taken from whatever the window
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size is.
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Todo: Render AA and wireframe to a separate picture used for the screenshot in
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addition to the one 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 "Atomic.h"
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#include "CommonPaths.h"
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#include "Thread.h"
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#include "LogManager.h"
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#include <cstdarg>
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#include <algorithm>
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#ifdef _WIN32
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#include "EmuWindow.h"
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#include "IniFile.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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#include "VideoConfigDiag.h"
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#include "Debugger/DebuggerPanel.h"
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#endif // HAVE_WX
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#include "MainBase.h"
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#include "VideoConfig.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 "TextureCache.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 "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "ProgramShaderCache.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.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 "DLCache.h"
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#include "FramebufferManager.h"
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#include "Core.h"
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#include "Host.h"
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#include "SamplerCache.h"
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#include "PerfQuery.h"
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#include "VideoState.h"
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#include "IndexGenerator.h"
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#include "VideoBackend.h"
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#include "ConfigManager.h"
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namespace OGL
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{
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std::string VideoBackend::GetName()
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{
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return "OGL";
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}
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std::string VideoBackend::GetDisplayName()
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{
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return "OpenGL";
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}
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void GetShaders(std::vector<std::string> &shaders)
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{
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std::set<std::string> already_found;
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shaders.clear();
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static const std::string directories[] = {
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File::GetUserPath(D_SHADERS_IDX),
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File::GetSysDirectory() + SHADERS_DIR DIR_SEP,
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};
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for (size_t i = 0; i < ArraySize(directories); ++i)
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{
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if (!File::IsDirectory(directories[i]))
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continue;
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File::FSTEntry entry;
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File::ScanDirectoryTree(directories[i], entry);
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for (u32 j = 0; j < entry.children.size(); j++)
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{
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std::string name = entry.children[j].virtualName.c_str();
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if (name.size() < 5)
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continue;
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if (strcasecmp(name.substr(name.size() - 5).c_str(), ".glsl"))
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continue;
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name = name.substr(0, name.size() - 5);
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if (already_found.find(name) != already_found.end())
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continue;
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already_found.insert(name);
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shaders.push_back(name);
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}
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}
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std::sort(shaders.begin(), shaders.end());
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}
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void InitBackendInfo()
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{
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g_Config.backend_info.APIType = API_OPENGL;
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g_Config.backend_info.bUseRGBATextures = true;
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g_Config.backend_info.bUseMinimalMipCount = false;
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g_Config.backend_info.bSupports3DVision = false;
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//g_Config.backend_info.bSupportsDualSourceBlend = true; // is gpu dependent and must be set in renderer
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g_Config.backend_info.bSupportsFormatReinterpretation = true;
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g_Config.backend_info.bSupportsPixelLighting = true;
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//g_Config.backend_info.bSupportsEarlyZ = true; // is gpu dependent and must be set in renderer
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// aamodes
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const char* caamodes[] = {_trans("None"), "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA", "4x SSAA"};
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g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes));
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// pp shaders
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GetShaders(g_Config.backend_info.PPShaders);
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}
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void VideoBackend::ShowConfig(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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VideoConfigDiag diag((wxWindow*)_hParent, "OpenGL", "gfx_opengl");
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diag.ShowModal();
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#endif
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}
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bool VideoBackend::Initialize(void *&window_handle)
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{
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InitializeShared();
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InitBackendInfo();
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frameCount = 0;
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g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_opengl.ini").c_str());
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g_Config.GameIniLoad();
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g_Config.UpdateProjectionHack();
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g_Config.VerifyValidity();
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UpdateActiveConfig();
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InitInterface();
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if (!GLInterface->Create(window_handle))
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return false;
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// Do our OSD callbacks
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OSD::DoCallbacks(OSD::OSD_INIT);
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s_BackendInitialized = true;
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return true;
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}
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// This is called after Initialize() from the Core
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// Run from the graphics thread
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void VideoBackend::Video_Prepare()
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{
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GLInterface->MakeCurrent();
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g_renderer = new Renderer;
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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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CommandProcessor::Init();
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PixelEngine::Init();
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BPInit();
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g_vertex_manager = new VertexManager;
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g_perf_query = new PerfQuery;
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Fifo_Init(); // must be done before OpcodeDecoder_Init()
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OpcodeDecoder_Init();
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IndexGenerator::Init();
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VertexShaderManager::Init();
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PixelShaderManager::Init();
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ProgramShaderCache::Init();
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PostProcessing::Init();
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g_texture_cache = new TextureCache();
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g_sampler_cache = new SamplerCache();
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Renderer::Init();
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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#ifndef _M_GENERIC
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DLCache::Init();
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#endif
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// Notify the core that the video backend is ready
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Host_Message(WM_USER_CREATE);
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}
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void VideoBackend::Shutdown()
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{
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s_BackendInitialized = false;
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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 VideoBackend::Video_Cleanup() {
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if (g_renderer)
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{
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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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#ifndef _M_GENERIC
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DLCache::Shutdown();
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#endif
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Fifo_Shutdown();
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// The following calls are NOT Thread Safe
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// And need to be called from the video thread
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Renderer::Shutdown();
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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delete g_sampler_cache;
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g_sampler_cache = NULL;
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delete g_texture_cache;
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g_texture_cache = NULL;
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PostProcessing::Shutdown();
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ProgramShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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delete g_perf_query;
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g_perf_query = NULL;
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delete g_vertex_manager;
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g_vertex_manager = NULL;
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OpcodeDecoder_Shutdown();
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delete g_renderer;
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g_renderer = NULL;
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GLInterface->ClearCurrent();
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}
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}
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}
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