dolphin/Source/Plugins/Plugin_VideoDX9/Src/main.cpp
2011-02-02 18:21:20 +00:00

232 lines
6.2 KiB
C++

// 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/
#include "Common.h"
#include "Atomic.h"
#include "Thread.h"
#include "LogManager.h"
#if defined(HAVE_WX) && HAVE_WX
#include "VideoConfigDiag.h"
#endif // HAVE_WX
#if defined(HAVE_WX) && HAVE_WX
#include "DebuggerPanel.h"
#endif // HAVE_WX
#include "MainBase.h"
#include "main.h"
#include "VideoConfig.h"
#include "Fifo.h"
#include "OpcodeDecoding.h"
#include "TextureCache.h"
#include "BPStructs.h"
#include "VertexManager.h"
#include "FramebufferManager.h"
#include "VertexLoaderManager.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "VertexShaderCache.h"
#include "PixelShaderCache.h"
#include "CommandProcessor.h"
#include "PixelEngine.h"
#include "OnScreenDisplay.h"
#include "D3DTexture.h"
#include "D3DUtil.h"
#include "EmuWindow.h"
#include "VideoState.h"
#include "render.h"
#include "DLCache.h"
#include "IniFile.h"
#include "Core.h"
#include "ConfigManager.h"
#include "VideoBackend.h"
namespace DX9
{
void*& VideoWindowHandle()
{
return SConfig::GetInstance().m_LocalCoreStartupParameter.hMainWindow;
}
unsigned int VideoBackend::PeekMessages()
{
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return FALSE;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return TRUE;
}
void VideoBackend::UpdateFPSDisplay(const char *text)
{
TCHAR temp[512];
swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX9 | %hs"), svn_rev_str, text);
SetWindowText(EmuWindow::GetWnd(), temp);
}
//void GetDllInfo(PLUGIN_INFO* _PluginInfo)
//{
// _PluginInfo->Version = 0x0100;
// //_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
//#ifdef DEBUGFAST
// sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9 (DebugFast)");
//#elif defined _DEBUG
// sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9 (Debug)");
//#else
// sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D9");
//#endif
//}
std::string VideoBackend::GetName()
{
return "Direct3D9";
}
void InitBackendInfo()
{
g_Config.backend_info.APIType = API_D3D9;
g_Config.backend_info.bUseRGBATextures = true;
g_Config.backend_info.bSupportsEFBToRAM = true;
g_Config.backend_info.bSupportsRealXFB = true;
g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bAllowSignedBytes = false;
g_Config.backend_info.bSupportsDualSourceBlend = false;
g_Config.backend_info.bSupportsFormatReinterpretation = true;
int shaderModel = ((DX9::D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
}
void VideoBackend::ShowConfig(void* parent)
{
#if defined(HAVE_WX) && HAVE_WX
InitBackendInfo();
DX9::D3D::Init();
// adapters
g_Config.backend_info.Adapters.clear();
for (int i = 0; i < DX9::D3D::GetNumAdapters(); ++i)
g_Config.backend_info.Adapters.push_back(DX9::D3D::GetAdapter(i).ident.Description);
// aamodes
g_Config.backend_info.AAModes.clear();
if (g_Config.iAdapter < DX9::D3D::GetNumAdapters())
{
const DX9::D3D::Adapter &adapter = DX9::D3D::GetAdapter(g_Config.iAdapter);
for (int i = 0; i < (int)adapter.aa_levels.size(); ++i)
g_Config.backend_info.AAModes.push_back(adapter.aa_levels[i].name);
}
VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)parent, _trans("Direct3D9"), "gfx_dx9");
diag->ShowModal();
diag->Destroy();
g_Config.backend_info.Adapters.clear();
DX9::D3D::Shutdown();
#endif
}
void VideoBackend::Initialize()
{
InitBackendInfo();
frameCount = 0;
g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx9.ini").c_str());
g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str());
UpdateProjectionHack(g_Config.iPhackvalue, g_Config.sPhackvalue); // DX9 projection hack could be disabled by commenting out this line
UpdateActiveConfig();
VideoWindowHandle() = (void*)EmuWindow::Create((HWND)VideoWindowHandle(), GetModuleHandle(0), _T("Loading - Please wait."));
if (VideoWindowHandle() == NULL)
{
ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
return;
}
else if (FAILED(DX9::D3D::Init()))
{
MessageBox(GetActiveWindow(), _T("Unable to initialize Direct3D. Please make sure that you have the latest version of DirectX 9.0c correctly installed."), _T("Fatal Error"), MB_ICONERROR|MB_OK);
return;
}
OSD::AddMessage("Dolphin Direct3D9 Video Plugin.", 5000);
s_PluginInitialized = true;
}
void VideoBackend::Video_Prepare()
{
// Better be safe...
s_efbAccessRequested = FALSE;
s_FifoShuttingDown = FALSE;
s_swapRequested = FALSE;
// internal interfaces
g_renderer = new Renderer;
g_texture_cache = new TextureCache;
g_vertex_manager = new VertexManager;
// VideoCommon
BPInit();
Fifo_Init();
VertexLoaderManager::Init();
OpcodeDecoder_Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
CommandProcessor::Init();
PixelEngine::Init();
DLCache::Init();
// Notify the core that the video plugin is ready
Core::Callback_CoreMessage(WM_USER_CREATE);
}
void VideoBackend::Shutdown()
{
s_PluginInitialized = false;
s_efbAccessRequested = FALSE;
s_FifoShuttingDown = FALSE;
s_swapRequested = FALSE;
// VideoCommon
DLCache::Shutdown();
Fifo_Shutdown();
CommandProcessor::Shutdown();
PixelShaderManager::Shutdown();
VertexShaderManager::Shutdown();
OpcodeDecoder_Shutdown();
VertexLoaderManager::Shutdown();
// internal interfaces
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
delete g_vertex_manager;
delete g_texture_cache;
delete g_renderer;
D3D::Shutdown();
EmuWindow::Close();
}
}