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