dolphin/Source/Plugins/Plugin_VideoDX9/Src/main.cpp

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// Copyright (C) 2003-2008 Dolphin Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#include <tchar.h>
#include <windows.h>
#include <d3dx9.h>
#include "Common.h"
#include "svnrev.h"
#include "resource.h"
#include "main.h"
#include "Config.h"
#include "Fifo.h"
#include "OpcodeDecoding.h"
#include "TextureCache.h"
#include "BPStructs.h"
#include "VertexManager.h"
#include "TransformEngine.h"
#include "DlgSettings.h"
#include "D3DPostprocess.h"
#include "D3DTexture.h"
#include "D3DUtil.h"
#include "W32Util/Misc.h"
#include "EmuWindow.h"
#include "VideoState.h"
#include "XFBConvert.h"
#include "Utils.h"
HINSTANCE g_hInstance = NULL;
SVideoInitialize g_VideoInitialize;
int initCount = 0;
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 20:47:53 +02:00
void DllDebugger(HWND _hParent, bool Show)
Added the StretchToFit option to the config menu in the OpenGL plugin. This fixes the blackness in SSBM. I also added a keep aspect ratio option, it will keep your aspect ratio at 4:3, but then SSBM will have the blackness problem again. You find the options under the Enhancements window in the OpenGL configuration. I also added a wx debugging window for the OpenGL plugin. I connected it to the old console window that was in the plugin. Other than that it doesn't do anything at the moment but it could be useful to show all the current important information and parameter statuses and so on. Again there's a problem with wx windows collisions. Show() can't be used because then DLL_PROCESS_DETACH is called immediately after the window is opened, and if we open it with ShowModal() before we have loaded a game the main video window will be blocked. And we can't pass on any variables from a DllDebugger() that is called when Dolphin is started because the dll is reloaded and lose all variables sometime before a game is loaded. So we can't auto open the window that way. So I made the debugging window open as a game is loaded if it is enabled in the ini, the downside is that the ini setting will open the window even if we are not opening Dolphin with the -d flag. However, this will only affect people that have used the debugger at least once so in my opinion this is the most convenient solution. But feel free to come up with a better solution. Preferably some solution to how to use Show() and preventing DLL_PROCESS_DETACH to be called. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@812 8ced0084-cf51-0410-be5f-012b33b47a6e
2008-10-09 20:47:53 +02:00
{
// TODO: implement
}
BOOL APIENTRY DllMain( HINSTANCE hinstDLL, // DLL module handle
DWORD dwReason, // reason called
LPVOID lpvReserved) // reserved
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
break;
case DLL_PROCESS_DETACH:
break;
default:
break;
}
g_hInstance = hinstDLL;
return TRUE;
}
BOOL Callback_PeekMessages()
{
//TODO: peek message
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return FALSE;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return TRUE;
}
void UpdateFPSDisplay(const char *text)
{
char temp[512];
sprintf_s(temp, 512, "SVN R%i: DX9: %s", SVN_REV, text);
SetWindowText( EmuWindow::GetWnd(), temp);
}
bool Init()
{
g_Config.Load();
if (initCount == 0)
{
// create the window
if ( !g_Config.renderToMainframe || g_VideoInitialize.pWindowHandle == NULL ) // ignore parent for this plugin
{
g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create(NULL, g_hInstance, "Loading - Please wait.");
}
else
{
g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create((HWND)g_VideoInitialize.pWindowHandle, g_hInstance, "Loading - Please wait.");
}
if ( g_VideoInitialize.pWindowHandle == NULL )
{
MessageBox(GetActiveWindow(), "An error has occurred while trying to create the window.", "Fatal Error", MB_OK);
return false;
}
EmuWindow::Show();
g_VideoInitialize.pPeekMessages = Callback_PeekMessages;
g_VideoInitialize.pUpdateFPSDisplay = UpdateFPSDisplay;
if (FAILED(D3D::Init()))
{
MessageBox(GetActiveWindow(), "Unable to initialize Direct3D. Please make sure that you have DirectX 9.0c correctly installed.", "Fatal Error", MB_OK);
return false;
}
InitLUTs();
InitXFBConvTables();
}
initCount++;
return true;
}
void DeInit()
{
initCount--;
if (initCount==0)
{
D3D::Shutdown();
EmuWindow::Close();
}
}
// ====================================================================================
void GetDllInfo (PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
#ifdef DEBUGFAST
sprintf_s(_PluginInfo->Name, 100, "Dolphin Video Plugin DebugFast (DX9)");
#else
#ifndef _DEBUG
sprintf_s(_PluginInfo->Name, 100, "Dolphin Video Plugin (DX9)");
#else
sprintf_s(_PluginInfo->Name, 100, "Dolphin Video Plugin Debug (DX9)");
#endif
#endif
}
void DllAbout(HWND _hParent)
{
DialogBox(g_hInstance,(LPCSTR)IDD_ABOUT,_hParent,(DLGPROC)AboutProc);
}
void DllConfig(HWND _hParent)
{
if (Init())
{
DlgSettings_Show(g_hInstance,_hParent);
DeInit();
}
}
void Video_Initialize(SVideoInitialize* _pVideoInitialize)
{
if (_pVideoInitialize == NULL)
return;
frameCount = 0;
g_VideoInitialize = *_pVideoInitialize;
Init();
_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
_pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
_pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
Renderer::AddMessage("Dolphin Direct3D9 Video Plugin.",5000);
}
void Video_DoState(unsigned char **ptr, int mode) {
// Clear all caches
TextureCache::Invalidate();
PointerWrap p(ptr, mode);
VideoCommon_DoState(p);
//PanicAlert("Saving/Loading state from DirectX9");
}
void Video_EnterLoop()
{
Fifo_EnterLoop(g_VideoInitialize);
}
void Video_Prepare(void)
{
Renderer::Init(g_VideoInitialize);
TextureCache::Init();
BPInit();
VertexManager::Init();
Fifo_Init();
OpcodeDecoder_Init();
}
void Video_Shutdown(void)
{
Fifo_Shutdown();
VertexManager::Shutdown();
TextureCache::Shutdown();
Renderer::Shutdown();
OpcodeDecoder_Shutdown();
DeInit();
}
void Video_Stop(void)
{
}
void Video_UpdateXFB(u8* /*_pXFB*/, u32 /*_dwWidth*/, u32 /*_dwHeight*/, s32 /*_dwYOffset*/)
{
/*
ConvertXFB(tempBuffer, _pXFB, _dwWidth, _dwHeight);
// blubb
static LPDIRECT3DTEXTURE9 pTexture = D3D::CreateTexture2D((BYTE*)tempBuffer, _dwWidth, _dwHeight, _dwWidth, D3DFMT_A8R8G8B8);
D3D::ReplaceTexture2D(pTexture, (BYTE*)tempBuffer, _dwWidth, _dwHeight, _dwWidth, D3DFMT_A8R8G8B8);
D3D::dev->SetTexture(0, pTexture);
D3D::quad2d(0,0,(float)Postprocess::GetWidth(),(float)Postprocess::GetHeight(), 0xFFFFFFFF);
D3D::EndFrame();
D3D::BeginFrame();*/
}
void DebugLog(const char* _fmt, ...)
{
#ifdef _DEBUG
char Msg[512];
va_list ap;
va_start( ap, _fmt );
vsprintf( Msg, _fmt, ap );
va_end( ap );
g_VideoInitialize.pLog(Msg, FALSE);
#endif
}
void __Log(int log, const char *format, ...)
{
// char temp[512];
//va_list args;
//va_start(args, format);
//CharArrayFromFormatV(temp, 512, format, args);
//va_end(args);
DebugLog(format); //"%s", temp);
}
HRESULT ScreenShot(TCHAR *File)
{
if (D3D::dev == NULL)
return S_FALSE;
D3DDISPLAYMODE DisplayMode;
if (FAILED(D3D::dev->GetDisplayMode(0, &DisplayMode)))
return S_FALSE;
LPDIRECT3DSURFACE9 surf;
if (FAILED(D3D::dev->CreateOffscreenPlainSurface(DisplayMode.Width, DisplayMode.Height, D3DFMT_A8R8G8B8, D3DPOOL_SYSTEMMEM, &surf, NULL)))
return S_FALSE;
if (FAILED(D3D::dev->GetFrontBufferData(0, surf)))
{
surf->Release();
return S_FALSE;
}
RECT rect;
::GetWindowRect(EmuWindow::GetWnd(), &rect);
if (FAILED(D3DXSaveSurfaceToFile(File, D3DXIFF_JPG, surf, NULL, &rect)))
{
surf->Release();
return S_FALSE;
}
surf->Release();
return S_OK;
}
BOOL Video_Screenshot(TCHAR* _szFilename)
{
if (ScreenShot(_szFilename) == S_OK)
return TRUE;
return FALSE;
}
void Video_AddMessage(const char* pstr, u32 milliseconds)
{
Renderer::AddMessage(pstr,milliseconds);
}