dolphin/Source/Plugins/Plugin_VideoDX11/Src/main.cpp

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// 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 <tchar.h>
#include <windows.h>
#include <d3dx11.h>
#include <wx/wx.h>
#include <wx/notebook.h>
#include "Common.h"
#include "Atomic.h"
#include "Thread.h"
#include "LogManager.h"
#include "VideoConfig.h"
#include "Fifo.h"
#include "OpcodeDecoding.h"
#include "BPStructs.h"
#include "VertexLoaderManager.h"
#include "VertexShaderManager.h"
#include "PixelShaderManager.h"
#include "CommandProcessor.h"
#include "PixelEngine.h"
#include "OnScreenDisplay.h"
#include "VideoState.h"
#include "XFBConvert.h"
#include "Render.h"
#include "MainBase.h"
#include "main.h"
#include "resource.h"
#include "VideoConfigDiag.h"
#include "TextureCache.h"
#include "VertexManager.h"
#include "VertexShaderCache.h"
#include "PixelShaderCache.h"
#include "D3DTexture.h"
#include "D3DUtil.h"
#include "W32Util/Misc.h"
#include "EmuWindow.h"
#include "FramebufferManager.h"
#include "DLCache.h"
HINSTANCE g_hInstance = NULL;
bool IsD3D()
{
return true;
}
// This is used for the functions right below here which use wxwidgets
#if defined(HAVE_WX) && HAVE_WX
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
#endif
void *DllDebugger(void *_hParent, bool Show)
{
return NULL;
}
#if defined(HAVE_WX) && HAVE_WX
class wxDLLApp : public wxApp
{
bool OnInit()
{
return true;
}
};
IMPLEMENT_APP_NO_MAIN(wxDLLApp)
WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
#endif
BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpvReserved)
{
switch (dwReason)
{
case DLL_PROCESS_ATTACH:
{
#if defined(HAVE_WX) && HAVE_WX
wxSetInstance((HINSTANCE)hinstDLL);
wxInitialize();
#endif
}
break;
case DLL_PROCESS_DETACH:
#if defined(HAVE_WX) && HAVE_WX
wxUninitialize();
#endif
break;
}
g_hInstance = hinstDLL;
return TRUE;
}
unsigned int Callback_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 UpdateFPSDisplay(const char *text)
{
char temp[512];
sprintf_s(temp, 512, "SVN R%s: DX11: %s", svn_rev_str, text);
SetWindowTextA(EmuWindow::GetWnd(), temp);
}
void GetDllInfo(PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
#ifdef DEBUGFAST
sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (DebugFast)");
#elif defined _DEBUG
sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11 (Debug)");
#else
sprintf_s(_PluginInfo->Name, 100, "Dolphin Direct3D11");
#endif
}
void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
{
globals = _pPluginGlobals;
LogManager::SetInstance((LogManager*)globals->logManager);
}
void DllConfig(void *_hParent)
{
g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx11.ini").c_str());
std::vector<std::string> adapters;
IDXGIFactory* factory;
IDXGIAdapter* ad;
const HRESULT hr = CreateDXGIFactory(__uuidof(IDXGIFactory), (void**)&factory);
if (FAILED(hr))
PanicAlert("Failed to create IDXGIFactory object");
char tmpstr[512] = {};
DXGI_ADAPTER_DESC desc;
while (factory->EnumAdapters((UINT)adapters.size(), &ad) != DXGI_ERROR_NOT_FOUND)
{
ad->GetDesc(&desc);
WideCharToMultiByte(/*CP_UTF8*/CP_ACP, 0, desc.Description, -1, tmpstr, 512, 0, false);
adapters.push_back(tmpstr);
}
VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)_hParent, "Direct3D11", adapters);
diag->ShowModal();
diag->Destroy();
g_Config.Save((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx11.ini").c_str());
}
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((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx11.ini").c_str());
g_Config.GameIniLoad(globals->game_ini);
UpdateActiveConfig();
g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create((HWND)g_VideoInitialize.pWindowHandle, g_hInstance, _T("Loading - Please wait."));
if (g_VideoInitialize.pWindowHandle == NULL)
{
ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
return;
}
g_VideoInitialize.pPeekMessages = &Callback_PeekMessages;
g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay;
_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
_pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
// Now the window handle is written
_pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
OSD::AddMessage("Dolphin Direct3D11 Video Plugin.", 5000);
s_PluginInitialized = true;
}
void Video_Prepare()
{
// Better be safe...
s_efbAccessRequested = FALSE;
s_FifoShuttingDown = FALSE;
s_swapRequested = FALSE;
// internal interfaces
g_renderer = new DX11::Renderer;
g_texture_cache = new DX11::TextureCache;
g_vertex_manager = new DX11::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
g_VideoInitialize.pCoreMessage(WM_USER_CREATE);
}
void 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
D3D::ShutdownUtils();
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
delete g_vertex_manager;
delete g_texture_cache;
delete g_renderer;
EmuWindow::Close();
s_PluginInitialized = false;
}
void DoState(unsigned char **ptr, int mode)
{
// Clear texture cache because it might have written to RAM
CommandProcessor::FifoCriticalEnter();
TextureCache::Invalidate(false);
CommandProcessor::FifoCriticalLeave();
// No need to clear shader caches
PointerWrap p(ptr, mode);
VideoCommon_DoState(p);
}