mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-21 05:09:34 -06:00
set svn:eol-style=native for Plugins/**.cpp
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@1441 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
@ -1,362 +1,362 @@
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// Copyright (C) 2003-2008 Dolphin Project.
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||||
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// 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.
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||||
|
||||
// A copy of the GPL 2.0 should have been included with the program.
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||||
// If not, see http://www.gnu.org/licenses/
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||||
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||||
// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "Globals.h"
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||||
#ifdef _WIN32
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#include "OS/Win32.h"
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#endif
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#if defined(USE_SDL) && USE_SDL
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#include <SDL.h>
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#endif
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||||
#if defined(HAVE_WX) && HAVE_WX
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#include "GUI/ConfigDlg.h"
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#endif
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||||
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#include "Config.h"
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#include "LookUpTables.h"
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#include "ImageWrite.h"
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#include "Render.h"
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#include "GLUtil.h"
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#include "Fifo.h"
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#include "OpcodeDecoding.h"
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#include "TextureMngr.h"
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#include "BPStructs.h"
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#include "VertexLoader.h"
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#include "VertexLoaderManager.h"
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#include "VertexManager.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderManager.h"
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#include "XFB.h"
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#include "XFBConvert.h"
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#include "TextureConverter.h"
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#include "VideoState.h"
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#if defined(HAVE_WX) && HAVE_WX
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#include "Debugger/Debugger.h" // for the CDebugger class
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#endif
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SVideoInitialize g_VideoInitialize;
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||||
/* Create debugging window. There's currently a strange crash that occurs whe a game is loaded
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if the OpenGL plugin was loaded before. I'll try to fix that. Currently you may have to
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clsoe the window if it has auto started, and then restart it after the dll has loaded
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for the purpose of the game. At that point there is no need to use the same dll instance
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as the one that is rendering the game. However, that could be done. */
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#if defined(HAVE_WX) && HAVE_WX
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CDebugger* m_frame;
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void DllDebugger(HWND _hParent, bool Show)
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{
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if(m_frame && Show) // if we have created it, let us show it again
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||||
{
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m_frame->DoShow();
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||||
}
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else if(!m_frame && Show)
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||||
{
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m_frame = new CDebugger(NULL);
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m_frame->Show();
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}
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||||
else if(m_frame && !Show)
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{
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m_frame->DoHide();
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}
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}
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||||
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void DoDllDebugger()
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{
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//m_frame = new CDebugger(NULL);
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//m_frame->Show();
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}
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#else
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void DllDebugger(HWND _hParent) { }
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void DoDllDebugger() { }
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#endif
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void GetDllInfo (PLUGIN_INFO* _PluginInfo)
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{
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_PluginInfo->Version = 0x0100;
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_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
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#ifdef DEBUGFAST
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sprintf(_PluginInfo->Name, "Dolphin OpenGL (DebugFast)");
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#else
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#ifndef _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin OpenGL");
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#else
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sprintf(_PluginInfo->Name, "Dolphin OpenGL (Debug)");
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#endif
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#endif
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}
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void DllConfig(HWND _hParent)
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||||
{
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#if defined(_WIN32)
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//wxWindow win;
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//win.SetHWND(_hParent);
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//ConfigDialog frame(&win);
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//ConfigDialog frame(NULL);
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ConfigDialog *frame;
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frame = new ConfigDialog(NULL);
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DWORD iModeNum = 0;
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DEVMODE dmi;
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ZeroMemory(&dmi, sizeof(dmi));
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dmi.dmSize = sizeof(dmi);
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std::string resos[100];
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int i = 0;
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while (EnumDisplaySettings(NULL, iModeNum++, &dmi) != 0)
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{
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||||
char szBuffer[100];
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||||
sprintf(szBuffer,"%dx%d", dmi.dmPelsWidth, dmi.dmPelsHeight);
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//making a string cause char*[] to char was a baaad idea
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std::string strBuffer(szBuffer);
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//create a check loop to check every pointer of resos to see if the res is added or not
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int b = 0;
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bool resFound = false;
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while (b < i && !resFound)
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{
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//is the res already added?
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resFound = (resos[b] == strBuffer);
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b++;
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}
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if (!resFound)
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//and add the res
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{
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resos[i] = strBuffer;
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i++;
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//frame.AddFSReso(szBuffer);
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//frame.AddWindowReso(szBuffer);
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frame->AddFSReso(szBuffer);
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frame->AddWindowReso(szBuffer);
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}
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ZeroMemory(&dmi, sizeof(dmi));
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}
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//frame.ShowModal();
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frame->ShowModal();
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//win.SetHWND(0);
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#elif defined(HAVE_WX) && HAVE_WX
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ConfigDialog frame(NULL);
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g_Config.Load();
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int glxMajorVersion, glxMinorVersion;
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int vidModeMajorVersion, vidModeMinorVersion;
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GLWin.dpy = XOpenDisplay(0);
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glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion);
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XF86VidModeQueryVersion(GLWin.dpy, &vidModeMajorVersion, &vidModeMinorVersion);
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//Get all full screen resos for the config dialog
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XF86VidModeModeInfo **modes = NULL;
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int modeNum = 0;
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int bestMode = 0;
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//set best mode to current
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bestMode = 0;
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XF86VidModeGetAllModeLines(GLWin.dpy, GLWin.screen, &modeNum, &modes);
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int px = 0, py = 0;
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if (modeNum > 0 && modes != NULL)
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{
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for (int i = 0; i < modeNum; i++)
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{
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if(px != modes[i]->hdisplay && py != modes[i]->vdisplay)
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{
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char temp[32];
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sprintf(temp,"%dx%d", modes[i]->hdisplay, modes[i]->vdisplay);
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frame.AddFSReso(temp);
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frame.AddWindowReso(temp);//Add same to Window ones, since they should be nearly all that's needed
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px = modes[i]->hdisplay;//Used to remove repeating from different screen depths
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py = modes[i]->vdisplay;
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}
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}
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}
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XFree(modes);
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frame.ShowModal();
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#else
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//TODO
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#endif
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}
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void Video_Initialize(SVideoInitialize* _pVideoInitialize)
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{
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if (_pVideoInitialize == NULL)
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return;
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#ifdef _WIN32
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// OpenConsole();
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#endif
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/* Dolphin currently crashes if the dll is loaded when a game is started so we clsoe the
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debugger and open it again after loading */
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/*
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if(m_frame)
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{
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m_frame->EndModal(0); wxEntryCleanup();
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}//use wxUninitialize() if you don't want GUI
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*/
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frameCount = 0;
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g_VideoInitialize = *_pVideoInitialize;
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InitLUTs();
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InitXFBConvTables();
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g_Config.Load();
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if (!OpenGL_Create(g_VideoInitialize, 640, 480)) { //640x480 will be the default if all else fails//
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g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
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return;
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}
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_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
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_pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
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_pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
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Renderer::AddMessage("Dolphin OpenGL Video Plugin" ,5000);
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}
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void Video_DoState(unsigned char **ptr, int mode) {
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#ifdef _WIN32
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// What is this code doing here?
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// if (!wglMakeCurrent(hDC,hRC)) {
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// PanicAlert("Can't Activate The GL Rendering Context for saving");
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// return;
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// }
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#elif defined(OSX64)
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cocoaGLMakeCurrent(GLWin.cocoaCtx,GLWin.cocoaWin);
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#else // Linux
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glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);
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#endif
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// Clear all caches that touch RAM
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TextureMngr::Invalidate();
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// DisplayListManager::Invalidate();
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VertexLoaderManager::MarkAllDirty();
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PointerWrap p(ptr, mode);
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VideoCommon_DoState(p);
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// Refresh state.
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if (mode == PointerWrap::MODE_READ)
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BPReload();
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}
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// This is called after Video_Initialize() from the Core
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void Video_Prepare(void)
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{
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OpenGL_MakeCurrent();
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if (!Renderer::Create2()) {
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g_VideoInitialize.pLog("Renderer::Create2 failed\n", TRUE);
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PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info");
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exit(1);
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}
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TextureMngr::Init();
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BPInit();
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VertexManager::Init();
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Fifo_Init(); // must be done before OpcodeDecoder_Init()
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OpcodeDecoder_Init();
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VertexShaderMngr::Init();
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PixelShaderMngr::Init();
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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}
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void Video_Shutdown(void)
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{
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderMngr::Shutdown();
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PixelShaderMngr::Shutdown();
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Fifo_Shutdown();
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VertexManager::Shutdown();
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TextureMngr::Shutdown();
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OpcodeDecoder_Shutdown();
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Renderer::Shutdown();
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OpenGL_Shutdown();
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}
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||||
void Video_Stop(void)
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||||
{
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Fifo_Stop();
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}
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void Video_EnterLoop()
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||||
{
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Fifo_EnterLoop(g_VideoInitialize);
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}
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void DebugLog(const char* _fmt, ...)
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{
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#if defined(_DEBUG) || defined(DEBUGFAST)
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char* Msg = (char*)alloca(strlen(_fmt)+512);
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va_list ap;
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va_start( ap, _fmt );
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vsnprintf( Msg, strlen(_fmt)+512, _fmt, ap );
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va_end( ap );
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g_VideoInitialize.pLog(Msg, FALSE);
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||||
#endif
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||||
}
|
||||
|
||||
bool ScreenShot(TCHAR *File)
|
||||
{
|
||||
char str[64];
|
||||
int left = 200, top = 15;
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sprintf(str, "Dolphin OpenGL");
|
||||
|
||||
Renderer::ResetGLState();
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||||
Renderer::RenderText(str, left+1, top+1, 0xff000000);
|
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Renderer::RenderText(str, left, top, 0xffc0ffff);
|
||||
Renderer::RestoreGLState();
|
||||
|
||||
if (Renderer::SaveRenderTarget(File, 0)) {
|
||||
char msg[255];
|
||||
sprintf(msg, "saved %s\n", File);
|
||||
Renderer::AddMessage(msg, 500);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
#if defined(OSX64)
|
||||
unsigned int Video_Screenshot(TCHAR* _szFilename)
|
||||
#else
|
||||
BOOL Video_Screenshot(TCHAR* _szFilename)
|
||||
#endif
|
||||
{
|
||||
if (ScreenShot(_szFilename))
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset)
|
||||
{
|
||||
if(g_Config.bUseXFB)
|
||||
{
|
||||
XFB_Draw(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
|
||||
}
|
||||
}
|
||||
|
||||
void Video_AddMessage(const char* pstr, u32 milliseconds)
|
||||
{
|
||||
Renderer::AddMessage(pstr,milliseconds);
|
||||
}
|
||||
// Copyright (C) 2003-2008 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 "Globals.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
#include "OS/Win32.h"
|
||||
#endif
|
||||
|
||||
#if defined(USE_SDL) && USE_SDL
|
||||
#include <SDL.h>
|
||||
#endif
|
||||
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
#include "GUI/ConfigDlg.h"
|
||||
#endif
|
||||
|
||||
#include "Config.h"
|
||||
#include "LookUpTables.h"
|
||||
#include "ImageWrite.h"
|
||||
#include "Render.h"
|
||||
#include "GLUtil.h"
|
||||
#include "Fifo.h"
|
||||
#include "OpcodeDecoding.h"
|
||||
#include "TextureMngr.h"
|
||||
#include "BPStructs.h"
|
||||
#include "VertexLoader.h"
|
||||
#include "VertexLoaderManager.h"
|
||||
#include "VertexManager.h"
|
||||
#include "PixelShaderManager.h"
|
||||
#include "VertexShaderManager.h"
|
||||
#include "XFB.h"
|
||||
#include "XFBConvert.h"
|
||||
#include "TextureConverter.h"
|
||||
|
||||
#include "VideoState.h"
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
#include "Debugger/Debugger.h" // for the CDebugger class
|
||||
#endif
|
||||
SVideoInitialize g_VideoInitialize;
|
||||
|
||||
|
||||
/* Create debugging window. There's currently a strange crash that occurs whe a game is loaded
|
||||
if the OpenGL plugin was loaded before. I'll try to fix that. Currently you may have to
|
||||
clsoe the window if it has auto started, and then restart it after the dll has loaded
|
||||
for the purpose of the game. At that point there is no need to use the same dll instance
|
||||
as the one that is rendering the game. However, that could be done. */
|
||||
|
||||
#if defined(HAVE_WX) && HAVE_WX
|
||||
CDebugger* m_frame;
|
||||
void DllDebugger(HWND _hParent, bool Show)
|
||||
{
|
||||
if(m_frame && Show) // if we have created it, let us show it again
|
||||
{
|
||||
m_frame->DoShow();
|
||||
}
|
||||
else if(!m_frame && Show)
|
||||
{
|
||||
m_frame = new CDebugger(NULL);
|
||||
m_frame->Show();
|
||||
}
|
||||
else if(m_frame && !Show)
|
||||
{
|
||||
m_frame->DoHide();
|
||||
}
|
||||
}
|
||||
|
||||
void DoDllDebugger()
|
||||
{
|
||||
//m_frame = new CDebugger(NULL);
|
||||
//m_frame->Show();
|
||||
}
|
||||
#else
|
||||
void DllDebugger(HWND _hParent) { }
|
||||
void DoDllDebugger() { }
|
||||
#endif
|
||||
|
||||
|
||||
void GetDllInfo (PLUGIN_INFO* _PluginInfo)
|
||||
{
|
||||
_PluginInfo->Version = 0x0100;
|
||||
_PluginInfo->Type = PLUGIN_TYPE_VIDEO;
|
||||
#ifdef DEBUGFAST
|
||||
sprintf(_PluginInfo->Name, "Dolphin OpenGL (DebugFast)");
|
||||
#else
|
||||
#ifndef _DEBUG
|
||||
sprintf(_PluginInfo->Name, "Dolphin OpenGL");
|
||||
#else
|
||||
sprintf(_PluginInfo->Name, "Dolphin OpenGL (Debug)");
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
void DllConfig(HWND _hParent)
|
||||
{
|
||||
#if defined(_WIN32)
|
||||
//wxWindow win;
|
||||
//win.SetHWND(_hParent);
|
||||
//ConfigDialog frame(&win);
|
||||
//ConfigDialog frame(NULL);
|
||||
|
||||
ConfigDialog *frame;
|
||||
frame = new ConfigDialog(NULL);
|
||||
|
||||
DWORD iModeNum = 0;
|
||||
DEVMODE dmi;
|
||||
ZeroMemory(&dmi, sizeof(dmi));
|
||||
dmi.dmSize = sizeof(dmi);
|
||||
std::string resos[100];
|
||||
int i = 0;
|
||||
|
||||
while (EnumDisplaySettings(NULL, iModeNum++, &dmi) != 0)
|
||||
{
|
||||
char szBuffer[100];
|
||||
sprintf(szBuffer,"%dx%d", dmi.dmPelsWidth, dmi.dmPelsHeight);
|
||||
//making a string cause char*[] to char was a baaad idea
|
||||
std::string strBuffer(szBuffer);
|
||||
//create a check loop to check every pointer of resos to see if the res is added or not
|
||||
int b = 0;
|
||||
bool resFound = false;
|
||||
while (b < i && !resFound)
|
||||
{
|
||||
//is the res already added?
|
||||
resFound = (resos[b] == strBuffer);
|
||||
b++;
|
||||
}
|
||||
if (!resFound)
|
||||
//and add the res
|
||||
{
|
||||
resos[i] = strBuffer;
|
||||
i++;
|
||||
//frame.AddFSReso(szBuffer);
|
||||
//frame.AddWindowReso(szBuffer);
|
||||
frame->AddFSReso(szBuffer);
|
||||
frame->AddWindowReso(szBuffer);
|
||||
}
|
||||
ZeroMemory(&dmi, sizeof(dmi));
|
||||
}
|
||||
//frame.ShowModal();
|
||||
frame->ShowModal();
|
||||
//win.SetHWND(0);
|
||||
|
||||
#elif defined(HAVE_WX) && HAVE_WX
|
||||
ConfigDialog frame(NULL);
|
||||
g_Config.Load();
|
||||
int glxMajorVersion, glxMinorVersion;
|
||||
int vidModeMajorVersion, vidModeMinorVersion;
|
||||
GLWin.dpy = XOpenDisplay(0);
|
||||
glXQueryVersion(GLWin.dpy, &glxMajorVersion, &glxMinorVersion);
|
||||
XF86VidModeQueryVersion(GLWin.dpy, &vidModeMajorVersion, &vidModeMinorVersion);
|
||||
//Get all full screen resos for the config dialog
|
||||
XF86VidModeModeInfo **modes = NULL;
|
||||
int modeNum = 0;
|
||||
int bestMode = 0;
|
||||
|
||||
//set best mode to current
|
||||
bestMode = 0;
|
||||
XF86VidModeGetAllModeLines(GLWin.dpy, GLWin.screen, &modeNum, &modes);
|
||||
int px = 0, py = 0;
|
||||
if (modeNum > 0 && modes != NULL)
|
||||
{
|
||||
for (int i = 0; i < modeNum; i++)
|
||||
{
|
||||
if(px != modes[i]->hdisplay && py != modes[i]->vdisplay)
|
||||
{
|
||||
char temp[32];
|
||||
sprintf(temp,"%dx%d", modes[i]->hdisplay, modes[i]->vdisplay);
|
||||
frame.AddFSReso(temp);
|
||||
frame.AddWindowReso(temp);//Add same to Window ones, since they should be nearly all that's needed
|
||||
px = modes[i]->hdisplay;//Used to remove repeating from different screen depths
|
||||
py = modes[i]->vdisplay;
|
||||
}
|
||||
}
|
||||
}
|
||||
XFree(modes);
|
||||
frame.ShowModal();
|
||||
#else
|
||||
//TODO
|
||||
#endif
|
||||
}
|
||||
|
||||
void Video_Initialize(SVideoInitialize* _pVideoInitialize)
|
||||
{
|
||||
if (_pVideoInitialize == NULL)
|
||||
return;
|
||||
|
||||
#ifdef _WIN32
|
||||
// OpenConsole();
|
||||
#endif
|
||||
|
||||
/* Dolphin currently crashes if the dll is loaded when a game is started so we clsoe the
|
||||
debugger and open it again after loading */
|
||||
/*
|
||||
if(m_frame)
|
||||
{
|
||||
m_frame->EndModal(0); wxEntryCleanup();
|
||||
}//use wxUninitialize() if you don't want GUI
|
||||
*/
|
||||
|
||||
frameCount = 0;
|
||||
g_VideoInitialize = *_pVideoInitialize;
|
||||
InitLUTs();
|
||||
InitXFBConvTables();
|
||||
g_Config.Load();
|
||||
|
||||
if (!OpenGL_Create(g_VideoInitialize, 640, 480)) { //640x480 will be the default if all else fails//
|
||||
g_VideoInitialize.pLog("Renderer::Create failed\n", TRUE);
|
||||
return;
|
||||
}
|
||||
_pVideoInitialize->pPeekMessages = g_VideoInitialize.pPeekMessages;
|
||||
_pVideoInitialize->pUpdateFPSDisplay = g_VideoInitialize.pUpdateFPSDisplay;
|
||||
_pVideoInitialize->pWindowHandle = g_VideoInitialize.pWindowHandle;
|
||||
|
||||
Renderer::AddMessage("Dolphin OpenGL Video Plugin" ,5000);
|
||||
}
|
||||
|
||||
void Video_DoState(unsigned char **ptr, int mode) {
|
||||
#ifdef _WIN32
|
||||
// What is this code doing here?
|
||||
// if (!wglMakeCurrent(hDC,hRC)) {
|
||||
// PanicAlert("Can't Activate The GL Rendering Context for saving");
|
||||
// return;
|
||||
// }
|
||||
#elif defined(OSX64)
|
||||
cocoaGLMakeCurrent(GLWin.cocoaCtx,GLWin.cocoaWin);
|
||||
#else // Linux
|
||||
glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);
|
||||
#endif
|
||||
|
||||
// Clear all caches that touch RAM
|
||||
TextureMngr::Invalidate();
|
||||
// DisplayListManager::Invalidate();
|
||||
|
||||
VertexLoaderManager::MarkAllDirty();
|
||||
|
||||
PointerWrap p(ptr, mode);
|
||||
VideoCommon_DoState(p);
|
||||
|
||||
// Refresh state.
|
||||
if (mode == PointerWrap::MODE_READ)
|
||||
BPReload();
|
||||
}
|
||||
|
||||
// This is called after Video_Initialize() from the Core
|
||||
void Video_Prepare(void)
|
||||
{
|
||||
OpenGL_MakeCurrent();
|
||||
if (!Renderer::Create2()) {
|
||||
g_VideoInitialize.pLog("Renderer::Create2 failed\n", TRUE);
|
||||
PanicAlert("Can't create opengl renderer. You might be missing some required opengl extensions, check the logs for more info");
|
||||
exit(1);
|
||||
}
|
||||
|
||||
TextureMngr::Init();
|
||||
|
||||
BPInit();
|
||||
VertexManager::Init();
|
||||
Fifo_Init(); // must be done before OpcodeDecoder_Init()
|
||||
OpcodeDecoder_Init();
|
||||
VertexShaderMngr::Init();
|
||||
PixelShaderMngr::Init();
|
||||
GL_REPORT_ERRORD();
|
||||
VertexLoaderManager::Init();
|
||||
TextureConverter::Init();
|
||||
}
|
||||
|
||||
void Video_Shutdown(void)
|
||||
{
|
||||
TextureConverter::Shutdown();
|
||||
VertexLoaderManager::Shutdown();
|
||||
VertexShaderMngr::Shutdown();
|
||||
PixelShaderMngr::Shutdown();
|
||||
Fifo_Shutdown();
|
||||
VertexManager::Shutdown();
|
||||
TextureMngr::Shutdown();
|
||||
OpcodeDecoder_Shutdown();
|
||||
Renderer::Shutdown();
|
||||
OpenGL_Shutdown();
|
||||
}
|
||||
|
||||
void Video_Stop(void)
|
||||
{
|
||||
Fifo_Stop();
|
||||
}
|
||||
|
||||
void Video_EnterLoop()
|
||||
{
|
||||
Fifo_EnterLoop(g_VideoInitialize);
|
||||
}
|
||||
|
||||
void DebugLog(const char* _fmt, ...)
|
||||
{
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
|
||||
char* Msg = (char*)alloca(strlen(_fmt)+512);
|
||||
va_list ap;
|
||||
|
||||
va_start( ap, _fmt );
|
||||
vsnprintf( Msg, strlen(_fmt)+512, _fmt, ap );
|
||||
va_end( ap );
|
||||
|
||||
g_VideoInitialize.pLog(Msg, FALSE);
|
||||
#endif
|
||||
}
|
||||
|
||||
bool ScreenShot(TCHAR *File)
|
||||
{
|
||||
char str[64];
|
||||
int left = 200, top = 15;
|
||||
sprintf(str, "Dolphin OpenGL");
|
||||
|
||||
Renderer::ResetGLState();
|
||||
Renderer::RenderText(str, left+1, top+1, 0xff000000);
|
||||
Renderer::RenderText(str, left, top, 0xffc0ffff);
|
||||
Renderer::RestoreGLState();
|
||||
|
||||
if (Renderer::SaveRenderTarget(File, 0)) {
|
||||
char msg[255];
|
||||
sprintf(msg, "saved %s\n", File);
|
||||
Renderer::AddMessage(msg, 500);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
#if defined(OSX64)
|
||||
unsigned int Video_Screenshot(TCHAR* _szFilename)
|
||||
#else
|
||||
BOOL Video_Screenshot(TCHAR* _szFilename)
|
||||
#endif
|
||||
{
|
||||
if (ScreenShot(_szFilename))
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset)
|
||||
{
|
||||
if(g_Config.bUseXFB)
|
||||
{
|
||||
XFB_Draw(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
|
||||
}
|
||||
}
|
||||
|
||||
void Video_AddMessage(const char* pstr, u32 milliseconds)
|
||||
{
|
||||
Renderer::AddMessage(pstr,milliseconds);
|
||||
}
|
||||
|
Reference in New Issue
Block a user