dolphin/Source/Core/VideoBackends/Software/SWmain.cpp
Scott Mansell 8b2c540544 Finally Merge branch 'videosoftware-xfb'
This adds xfb support to the videosoftware backend, which increases it's
accuracy and more imporantly, enables the usage of many homebrew apps
which write directly to the xfb on the videosoftware backend.

Conflicts:
	Source/Core/VideoBackends/Software/SWRenderer.cpp
	Source/Core/VideoBackends/Software/SWmain.cpp
2014-01-21 00:10:00 +13:00

400 lines
8.5 KiB
C++

// 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<std::mutex> 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);
}
}