dolphin/Source/Plugins/Plugin_VideoDX11/Src/main.cpp
Ryan Houdek a357c77257 Add in GLSL setting again.
PS and VS making. Untested and won't work for now.

Add in program shader cache files.

Readd NativeVertexFormat stuffs.

Add in PS and VS cache things.

SetShaders in places.

Fixed EFB cache index computations in OpenGL renderer.

The previous computation was very likely to go out of array bounds,
which could result in crashes on EFB access.

Also, the cache size was rounded down instead of up. This is a problem
since EFB_HEIGHT (528) is not a multiple of EFB_CACHE_RECT_SIZE (64).
2012-10-09 23:23:37 -05:00

238 lines
5.9 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 <wx/wx.h>
#include "LogManager.h"
#include "BPStructs.h"
#include "CommandProcessor.h"
#include "Fifo.h"
#include "OnScreenDisplay.h"
#include "OpcodeDecoding.h"
#include "PixelEngine.h"
#include "PixelShaderManager.h"
#include "VideoConfig.h"
#include "VertexLoaderManager.h"
#include "VertexShaderManager.h"
#include "Core.h"
#include "Host.h"
#include "Debugger/DebuggerPanel.h"
#include "DLCache.h"
#include "EmuWindow.h"
#include "FileUtil.h"
#include "Globals.h"
#include "IniFile.h"
#include "VideoConfigDiag.h"
#include "D3DUtil.h"
#include "D3DBase.h"
#include "PixelShaderCache.h"
#include "TextureCache.h"
#include "VertexManager.h"
#include "VertexShaderCache.h"
#include "VideoBackend.h"
#include "ConfigManager.h"
namespace DX11
{
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 | DX11 | %hs"), scm_rev_str, text);
EmuWindow::SetWindowText(temp);
}
std::string VideoBackend::GetName()
{
return "Direct3D11";
}
void InitBackendInfo()
{
HRESULT hr = DX11::D3D::LoadDXGI();
if (SUCCEEDED(hr)) hr = DX11::D3D::LoadD3D();
if (FAILED(hr))
{
DX11::D3D::UnloadDXGI();
return;
}
g_Config.backend_info.APIType = API_D3D11;
g_Config.backend_info.bUseRGBATextures = true; // the GX formats barely match any D3D11 formats
g_Config.backend_info.bSupports3DVision = false;
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsFormatReinterpretation = true;
g_Config.backend_info.bSupportsPixelLighting = true;
g_Config.backend_info.bSupportsGLSL = false;
IDXGIFactory* factory;
IDXGIAdapter* ad;
hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr))
PanicAlert("Failed to create IDXGIFactory object");
char tmpstr[512] = {};
DXGI_ADAPTER_DESC desc;
// adapters
g_Config.backend_info.Adapters.clear();
g_Config.backend_info.AAModes.clear();
while (factory->EnumAdapters((UINT)g_Config.backend_info.Adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND)
{
ad->GetDesc(&desc);
WideCharToMultiByte(/*CP_UTF8*/CP_ACP, 0, desc.Description, -1, tmpstr, 512, 0, false);
// TODO: These don't get updated on adapter change, yet
if (g_Config.backend_info.Adapters.size() == g_Config.iAdapter)
{
char buf[32];
std::vector<DXGI_SAMPLE_DESC> modes;
modes = DX11::D3D::EnumAAModes(ad);
for (unsigned int i = 0; i < modes.size(); ++i)
{
if (i == 0) sprintf_s(buf, 32, "None");
else if (modes[i].Quality) sprintf_s(buf, 32, "%d samples (quality level %d)", modes[i].Count, modes[i].Quality);
else sprintf_s(buf, 32, "%d samples", modes[i].Count);
g_Config.backend_info.AAModes.push_back(buf);
}
}
g_Config.backend_info.Adapters.push_back(tmpstr);
ad->Release();
}
factory->Release();
// Clear ppshaders string vector
g_Config.backend_info.PPShaders.clear();
DX11::D3D::UnloadDXGI();
DX11::D3D::UnloadD3D();
}
void VideoBackend::ShowConfig(void *_hParent)
{
#if defined(HAVE_WX) && HAVE_WX
InitBackendInfo();
VideoConfigDiag diag((wxWindow*)_hParent, _trans("Direct3D11"), "gfx_dx11");
diag.ShowModal();
#endif
}
bool VideoBackend::Initialize(void *&window_handle)
{
InitializeShared();
InitBackendInfo();
frameCount = 0;
g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_dx11.ini").c_str());
g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str());
g_Config.UpdateProjectionHack();
g_Config.VerifyValidity();
UpdateActiveConfig();
window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait."));
if (window_handle == NULL)
{
ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
return false;
}
s_BackendInitialized = true;
return 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;
VertexShaderCache::Init();
PixelShaderCache::Init();
D3D::InitUtils();
// VideoCommon
BPInit();
Fifo_Init();
VertexLoaderManager::Init();
OpcodeDecoder_Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
CommandProcessor::Init();
PixelEngine::Init();
DLCache::Init();
// Tell the host that the window is ready
Host_Message(WM_USER_CREATE);
}
void VideoBackend::Shutdown()
{
s_BackendInitialized = false;
if (g_renderer)
{
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
D3D::ShutdownUtils();
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
delete g_vertex_manager;
delete g_texture_cache;
delete g_renderer;
g_renderer = NULL;
g_texture_cache = NULL;
}
}
}