dolphin/Source/Core/VideoBackends/D3D/main.cpp
Jasper St. Pierre a8e591dc73 VideoCommon: Remove support for decoding to ARGB textures
The D3D / OGL backends only ever used RGBA textures, and the Software
backend uses its own custom code for sampling. The ARGB path seems to
just be dead code.

Since ARGB and RGBA formats are similar, I don't think this will make
the code more difficult to read or unable to be used as
reference. Somebody who wants to use this code to output ARGB can simply
modify the MakeRGBA function to put the shift at the other end.
2014-09-04 18:36:56 -07:00

218 lines
5.2 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <string>
#include "Common/FileUtil.h"
#include "Common/IniFile.h"
#include "Common/StringUtil.h"
#include "Common/Logging/LogManager.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "VideoBackends/D3D/D3DBase.h"
#include "VideoBackends/D3D/D3DUtil.h"
#include "VideoBackends/D3D/Globals.h"
#include "VideoBackends/D3D/PerfQuery.h"
#include "VideoBackends/D3D/PixelShaderCache.h"
#include "VideoBackends/D3D/TextureCache.h"
#include "VideoBackends/D3D/VertexManager.h"
#include "VideoBackends/D3D/VertexShaderCache.h"
#include "VideoBackends/D3D/VideoBackend.h"
#include "VideoCommon/BPStructs.h"
#include "VideoCommon/CommandProcessor.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/IndexGenerator.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/OpcodeDecoding.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/PixelShaderManager.h"
#include "VideoCommon/VertexLoaderManager.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoConfig.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;
}
std::string VideoBackend::GetName() const
{
return "D3D";
}
std::string VideoBackend::GetDisplayName() const
{
return "Direct3D";
}
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_D3D;
g_Config.backend_info.bUseMinimalMipCount = true;
g_Config.backend_info.bSupportsExclusiveFullscreen = true;
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
IDXGIFactory* factory;
IDXGIAdapter* ad;
hr = DX11::PCreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr))
PanicAlert("Failed to create IDXGIFactory object");
// 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)
{
const size_t adapter_index = g_Config.backend_info.Adapters.size();
DXGI_ADAPTER_DESC desc;
ad->GetDesc(&desc);
// TODO: These don't get updated on adapter change, yet
if (adapter_index == g_Config.iAdapter)
{
std::string samples;
std::vector<DXGI_SAMPLE_DESC> modes = DX11::D3D::EnumAAModes(ad);
for (unsigned int i = 0; i < modes.size(); ++i)
{
if (i == 0)
samples = _trans("None");
else if (modes[i].Quality)
samples = StringFromFormat(_trans("%d samples (quality level %d)"), modes[i].Count, modes[i].Quality);
else
samples = StringFromFormat(_trans("%d samples"), modes[i].Count);
g_Config.backend_info.AAModes.push_back(samples);
}
// Requires the earlydepthstencil attribute (only available in shader model 5)
g_Config.backend_info.bSupportsEarlyZ = (DX11::D3D::GetFeatureLevel(ad) == D3D_FEATURE_LEVEL_11_0);
}
g_Config.backend_info.Adapters.push_back(UTF16ToUTF8(desc.Description));
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)
{
InitBackendInfo();
Host_ShowVideoConfig(hParent, GetDisplayName(), "gfx_dx11");
}
bool VideoBackend::Initialize(void *window_handle)
{
if (window_handle == nullptr)
return false;
InitializeShared();
InitBackendInfo();
frameCount = 0;
g_Config.Load(File::GetUserPath(D_CONFIG_IDX) + "gfx_dx11.ini");
g_Config.GameIniLoad();
g_Config.UpdateProjectionHack();
g_Config.VerifyValidity();
UpdateActiveConfig();
m_window_handle = window_handle;
s_BackendInitialized = true;
return true;
}
void VideoBackend::Video_Prepare()
{
// internal interfaces
g_renderer = new Renderer(m_window_handle);
g_texture_cache = new TextureCache;
g_vertex_manager = new VertexManager;
g_perf_query = new PerfQuery;
VertexShaderCache::Init();
PixelShaderCache::Init();
D3D::InitUtils();
// VideoCommon
BPInit();
Fifo_Init();
IndexGenerator::Init();
VertexLoaderManager::Init();
OpcodeDecoder_Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
CommandProcessor::Init();
PixelEngine::Init();
// Tell the host that the window is ready
Host_Message(WM_USER_CREATE);
}
void VideoBackend::Shutdown()
{
s_BackendInitialized = false;
// TODO: should be in Video_Cleanup
if (g_renderer)
{
// VideoCommon
Fifo_Shutdown();
CommandProcessor::Shutdown();
PixelShaderManager::Shutdown();
VertexShaderManager::Shutdown();
OpcodeDecoder_Shutdown();
VertexLoaderManager::Shutdown();
// internal interfaces
D3D::ShutdownUtils();
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
delete g_perf_query;
delete g_vertex_manager;
delete g_texture_cache;
delete g_renderer;
g_renderer = nullptr;
g_texture_cache = nullptr;
}
}
void VideoBackend::Video_Cleanup()
{
}
}