// Copyright (C) 2003 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/ // OpenGL Plugin Documentation /* 1.1 Display settings Internal and fullscreen resolution: Since the only internal resolutions allowed are also fullscreen resolution allowed by the system there is only need for one resolution setting that applies to both the internal resolution and the fullscreen resolution. - Apparently no, someone else doesn't agree Todo: Make the internal resolution option apply instantly, currently only the native and 2x option applies instantly. To do this we need to be able to change the reinitialize FramebufferManager:Init() while a game is running. 1.2 Screenshots The screenshots should be taken from the internal representation of the picture regardless of what the current window size is. Since AA and wireframe is applied together with the picture resizing this rule is not currently applied to AA or wireframe pictures, they are instead taken from whatever the window size is. Todo: Render AA and wireframe to a separate picture used for the screenshot in addition to the one for display. 1.3 AA Make AA apply instantly during gameplay if possible */ #include "Globals.h" #include "LogManager.h" #include "Thread.h" #include "Atomic.h" #include #ifdef _WIN32 #include "OS/Win32.h" #endif #if defined(HAVE_WX) && HAVE_WX #include "GUI/ConfigDlg.h" GFXConfigDialogOGL *m_ConfigFrame = NULL; #include "Debugger/Debugger.h" GFXDebuggerOGL *m_DebuggerFrame = NULL; #endif // HAVE_WX #include "VideoConfig.h" #include "LookUpTables.h" #include "ImageWrite.h" #include "Render.h" #include "GLUtil.h" #include "Fifo.h" #include "OpcodeDecoding.h" #include "TextureMngr.h" #include "BPStructs.h" #include "VertexLoader.h" #include "VertexLoaderManager.h" #include "VertexManager.h" #include "PixelShaderCache.h" #include "PixelShaderManager.h" #include "VertexShaderCache.h" #include "VertexShaderManager.h" #include "XFB.h" #include "XFBConvert.h" #include "CommandProcessor.h" #include "PixelEngine.h" #include "TextureConverter.h" #include "PostProcessing.h" #include "OnScreenDisplay.h" #include "Setup.h" #include "DLCache.h" #include "VideoState.h" SVideoInitialize g_VideoInitialize; PLUGIN_GLOBALS* globals = NULL; bool allowConfigShow = true; // Logging int GLScissorX, GLScissorY, GLScissorW, GLScissorH; static bool s_PluginInitialized = false; static u32 s_swapRequested = FALSE; static u32 s_efbAccessRequested = FALSE; static bool ForceSwap = true; bool IsD3D() { return false; } void GetDllInfo (PLUGIN_INFO* _PluginInfo) { _PluginInfo->Version = 0x0100; _PluginInfo->Type = PLUGIN_TYPE_VIDEO; #ifdef DEBUGFAST sprintf(_PluginInfo->Name, "Dolphin OpenGL (DebugFast)"); #elif defined _DEBUG sprintf(_PluginInfo->Name, "Dolphin OpenGL (Debug)"); #else sprintf(_PluginInfo->Name, "Dolphin OpenGL"); #endif } void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) { globals = _pPluginGlobals; LogManager::SetInstance((LogManager *)globals->logManager); } // This is used for the functions right below here which use wxwidgets #if defined(HAVE_WX) && HAVE_WX #ifdef _WIN32 WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst); extern HINSTANCE g_hInstance; #endif wxWindow* GetParentedWxWindow(HWND Parent) { #ifdef _WIN32 wxSetInstance((HINSTANCE)g_hInstance); #endif wxWindow *win = new wxWindow(); #ifdef _WIN32 win->SetHWND((WXHWND)Parent); win->AdoptAttributesFromHWND(); #endif return win; } #endif void DllDebugger(HWND _hParent, bool Show) { #if defined(HAVE_WX) && HAVE_WX if (Show) { if (!m_DebuggerFrame) m_DebuggerFrame = new GFXDebuggerOGL(NULL); m_DebuggerFrame->Show(); } else { if (m_DebuggerFrame) m_DebuggerFrame->Hide(); } #endif } #ifdef _WIN32 void Win32AddResolutions() { // Search for avaliable resolutions DWORD iModeNum = 0; DEVMODE dmi; ZeroMemory(&dmi, sizeof(dmi)); dmi.dmSize = sizeof(dmi); std::vector resos; resos.reserve(20); int i = 0; while (EnumDisplaySettings(NULL, iModeNum++, &dmi) != 0) { char szBuffer[100]; sprintf(szBuffer, "%dx%d", dmi.dmPelsWidth, dmi.dmPelsHeight); std::string strBuffer(szBuffer); // Create a check loop to check every pointer of resolutions to see if // the res is added or not int b = 0; bool resFound = false; while (b < i && !resFound) { // Is the res already added? resFound = (resos[b] == strBuffer); b++; } // Add the resolution if (!resFound && i < 100) // don't want to overflow resos array. not // likely to happen, but you never know. { resos.push_back(strBuffer); i++; m_ConfigFrame->AddFSReso(szBuffer); m_ConfigFrame->AddWindowReso(szBuffer); } ZeroMemory(&dmi, sizeof(dmi)); } } #elif defined(HAVE_X11) && HAVE_X11 && defined(HAVE_XXF86VM) && HAVE_XXF86VM void X11AddResolutions() { int glxMajorVersion, glxMinorVersion; int vidModeMajorVersion, vidModeMinorVersion; GLWin.dpy = XOpenDisplay(0); glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion); XF86VidModeQueryVersion(GLWin.dpy, &vidModeMajorVersion, &vidModeMinorVersion); //Get all full screen resos for the config dialog XF86VidModeModeInfo **modes = NULL; int modeNum = 0; int bestMode = 0; //set best mode to current bestMode = 0; XF86VidModeGetAllModeLines(GLWin.dpy, GLWin.screen, &modeNum, &modes); int px = 0, py = 0; if (modeNum > 0 && modes != NULL) { for (int i = 0; i < modeNum; i++) { if (px != modes[i]->hdisplay && py != modes[i]->vdisplay) { char temp[32]; sprintf(temp,"%dx%d", modes[i]->hdisplay, modes[i]->vdisplay); #if defined(HAVE_WX) && HAVE_WX m_ConfigFrame->AddFSReso(temp); m_ConfigFrame->AddWindowReso(temp);//Add same to Window ones, //since they should be //nearly all that's needed #endif px = modes[i]->hdisplay;//Used to remove repeating from //different screen depths py = modes[i]->vdisplay; } } } XFree(modes); } #elif defined(HAVE_COCOA) && HAVE_COCOA void CocaAddResolutions() { CFArrayRef modes; CFRange range; CFDictionaryRef modesDict; CFNumberRef modeValue; int modeWidth; int modeHeight; int modeBpp; int modeIndex; int px = 0, py = 0; modes = CGDisplayAvailableModes(CGMainDisplayID()); range.location = 0; range.length = CFArrayGetCount(modes); for (modeIndex=0; modeIndexAddFSReso(temp); m_ConfigFrame->AddWindowReso(temp);//Add same to Window ones, since they should be nearly all that's needed #endif px = modeWidth; py = modeHeight; } } } #endif void DllConfig(HWND _hParent) { g_Config.Load(FULL_CONFIG_DIR "gfx_opengl.ini"); g_Config.GameIniLoad(globals->game_ini); g_Config.UpdateProjectionHack(); UpdateActiveConfig(); #if defined(HAVE_WX) && HAVE_WX // Prevent user to show more than 1 config window at same time if (allowConfigShow) { m_ConfigFrame = new GFXConfigDialogOGL(GetParentedWxWindow(_hParent)); #if defined(_WIN32) Win32AddResolutions(); #elif defined(HAVE_X11) && HAVE_X11 && defined(HAVE_XXF86VM) && HAVE_XXF86VM X11AddResolutions(); #elif defined(HAVE_COCOA) && HAVE_COCOA CocaAddResolutions(); #endif // CreateGUIControls() will crash because the array is empty. if (m_ConfigFrame->arrayStringFor_FullscreenCB.size() == 0) { m_ConfigFrame->AddFSReso(""); m_ConfigFrame->AddWindowReso(""); } allowConfigShow = false; m_ConfigFrame->CreateGUIControls(); allowConfigShow = m_ConfigFrame->ShowModal() == 1 ? true : false; } #endif } void Initialize(void *init) { frameCount = 0; SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init; // Create a shortcut to _pVideoInitialize that can also update it g_VideoInitialize = *(_pVideoInitialize); InitXFBConvTables(); g_Config.Load(FULL_CONFIG_DIR "gfx_opengl.ini"); g_Config.GameIniLoad(globals->game_ini); g_Config.UpdateProjectionHack(); #if defined(HAVE_WX) && HAVE_WX //Enable support for PNG screenshots. wxImage::AddHandler( new wxPNGHandler ); #endif UpdateActiveConfig(); if (!OpenGL_Create(g_VideoInitialize, 640, 480)) { g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE); return; } _pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages; _pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay; // Now the window handle is written _pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle; OSD::AddMessage("Dolphin OpenGL Video Plugin" ,5000); } void DoState(unsigned char **ptr, int mode) { #ifndef _WIN32 // WHY is this here?? OpenGL_MakeCurrent(); #endif // Clear all caches that touch RAM TextureMngr::Invalidate(false); VertexLoaderManager::MarkAllDirty(); PointerWrap p(ptr, mode); VideoCommon_DoState(p); // Refresh state. if (mode == PointerWrap::MODE_READ) { BPReload(); RecomputeCachedArraybases(); } } // This is called after Video_Initialize() from the Core void Video_Prepare(void) { OpenGL_MakeCurrent(); if (!Renderer::Init()) { g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE); PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info"); exit(1); } CommandProcessor::Init(); PixelEngine::Init(); TextureMngr::Init(); BPInit(); VertexManager::Init(); Fifo_Init(); // must be done before OpcodeDecoder_Init() OpcodeDecoder_Init(); VertexShaderCache::Init(); VertexShaderManager::Init(); PixelShaderCache::Init(); PixelShaderManager::Init(); PostProcessing::Init(); GL_REPORT_ERRORD(); VertexLoaderManager::Init(); TextureConverter::Init(); DLCache::Init(); s_swapRequested = FALSE; s_efbAccessRequested = FALSE; s_PluginInitialized = true; INFO_LOG(VIDEO, "Video plugin initialized."); } void Shutdown(void) { s_PluginInitialized = false; s_efbAccessRequested = FALSE; s_swapRequested = FALSE; DLCache::Shutdown(); Fifo_Shutdown(); PostProcessing::Shutdown(); // The following calls are NOT Thread Safe // And need to be called from the video thread TextureConverter::Shutdown(); VertexLoaderManager::Shutdown(); VertexShaderCache::Shutdown(); VertexShaderManager::Shutdown(); PixelShaderManager::Shutdown(); PixelShaderCache::Shutdown(); VertexManager::Shutdown(); TextureMngr::Shutdown(); OpcodeDecoder_Shutdown(); Renderer::Shutdown(); OpenGL_Shutdown(); } // Enter and exit the video loop void Video_EnterLoop() { Fifo_EnterLoop(g_VideoInitialize); } void Video_ExitLoop() { Fifo_ExitLoop(); } // Screenshot and screen message void Video_Screenshot(const char *_szFilename) { Renderer::SetScreenshot(_szFilename); } void Video_AddMessage(const char* pstr, u32 milliseconds) { OSD::AddMessage(pstr, milliseconds); } void Video_SetRendering(bool bEnabled) { Fifo_SetRendering(bEnabled); } static volatile struct { u32 xfbAddr; FieldType field; u32 fbWidth; u32 fbHeight; } s_beginFieldArgs; // Run from the graphics thread (from Fifo.cpp) void VideoFifo_CheckSwapRequest() { if (Common::AtomicLoadAcquire(s_swapRequested)) { if (ForceSwap || g_ActiveConfig.bUseXFB) { Renderer::Swap(s_beginFieldArgs.xfbAddr, s_beginFieldArgs.field, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight); g_VideoInitialize.pCopiedToXFB(false); } // TODO : This just updates the frame counter, so we may change this func's name as well g_VideoInitialize.pCopiedToXFB(true); Common::AtomicStoreRelease(s_swapRequested, FALSE); } } inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper) { return !((aLower >= bUpper) || (bLower >= aUpper)); } // Run from the graphics thread (from Fifo.cpp) void VideoFifo_CheckSwapRequestAt(u32 xfbAddr, u32 fbWidth, u32 fbHeight) { if (Common::AtomicLoadAcquire(s_swapRequested) && g_ActiveConfig.bUseXFB) { u32 aLower = xfbAddr; u32 aUpper = xfbAddr + 2 * fbWidth * fbHeight; u32 bLower = s_beginFieldArgs.xfbAddr; u32 bUpper = s_beginFieldArgs.xfbAddr + 2 * s_beginFieldArgs.fbWidth * s_beginFieldArgs.fbHeight; if (addrRangesOverlap(aLower, aUpper, bLower, bUpper)) VideoFifo_CheckSwapRequest(); } ForceSwap = false; } // Run from the CPU thread (from VideoInterface.cpp) void Video_BeginField(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight) { if (s_PluginInitialized) { // Make sure previous swap request has made it to the screen if (g_VideoInitialize.bOnThread) { while (Common::AtomicLoadAcquire(s_swapRequested)) Common::YieldCPU(); } else VideoFifo_CheckSwapRequest(); s_beginFieldArgs.xfbAddr = xfbAddr; s_beginFieldArgs.field = field; s_beginFieldArgs.fbWidth = fbWidth; s_beginFieldArgs.fbHeight = fbHeight; } } // Run from the CPU thread (from VideoInterface.cpp) void Video_EndField() { if (s_PluginInitialized) { Common::AtomicStoreRelease(s_swapRequested, TRUE); } } static struct { EFBAccessType type; u32 x; u32 y; } s_accessEFBArgs; static u32 s_AccessEFBResult = 0; void VideoFifo_CheckEFBAccess() { if (Common::AtomicLoadAcquire(s_efbAccessRequested)) { s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y); Common::AtomicStoreRelease(s_efbAccessRequested, FALSE); } } u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y) { if (s_PluginInitialized) { s_accessEFBArgs.type = type; s_accessEFBArgs.x = x; s_accessEFBArgs.y = y; Common::AtomicStoreRelease(s_efbAccessRequested, TRUE); if (g_VideoInitialize.bOnThread) { while (Common::AtomicLoadAcquire(s_efbAccessRequested)) Common::YieldCPU(); } else VideoFifo_CheckEFBAccess(); return s_AccessEFBResult; } return 0; } void Video_CommandProcessorRead16(u16& _rReturnValue, const u32 _Address) { CommandProcessor::Read16(_rReturnValue, _Address); } void Video_CommandProcessorWrite16(const u16 _Data, const u32 _Address) { CommandProcessor::Write16(_Data, _Address); } void Video_PixelEngineRead16(u16& _rReturnValue, const u32 _Address) { PixelEngine::Read16(_rReturnValue, _Address); } void Video_PixelEngineWrite16(const u16 _Data, const u32 _Address) { PixelEngine::Write16(_Data, _Address); } void Video_PixelEngineWrite32(const u32 _Data, const u32 _Address) { PixelEngine::Write32(_Data, _Address); } void Video_GatherPipeBursted(void) { CommandProcessor::GatherPipeBursted(); } void Video_WaitForFrameFinish(void) { CommandProcessor::WaitForFrameFinish(); }