mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
0a81e741c5
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2113 8ced0084-cf51-0410-be5f-012b33b47a6e
378 lines
9.7 KiB
C++
378 lines
9.7 KiB
C++
// Copyright (C) 2003-2008 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// 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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// 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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#include <cstdarg>
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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(HAVE_WX) && HAVE_WX
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#include "GUI/ConfigDlg.h"
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#include "Debugger/Debugger.h" // for the CDebugger class
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#endif
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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 "PixelShaderCache.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.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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SVideoInitialize g_VideoInitialize;
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PLUGIN_GLOBALS* globals;
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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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Update: This crash seems to be gone for now. */
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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)
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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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if(m_frame->Close())
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m_frame = NULL;
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}
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}
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void DoDllDebugger(){}
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#else
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void DllDebugger(HWND _hParent, bool Show) { }
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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 SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals) {
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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 = new wxWindow();
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win->SetHWND((WXHWND)_hParent);
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win->AdoptAttributesFromHWND();
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// win->Reparent(wxGetApp().GetTopWindow());
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ConfigDialog *frame = new ConfigDialog(win);
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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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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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// 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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}
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ZeroMemory(&dmi, sizeof(dmi));
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}
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frame->ShowModal();
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#elif defined(USE_WX) && USE_WX
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ConfigDialog frame(NULL);
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g_Config.Load();
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frame.ShowModal();
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#elif defined(HAVE_X11) && HAVE_X11 && defined(HAVE_XXF86VM) &&\
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HAVE_XXF86VM && 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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#endif
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}
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void Initialize(void *init)
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{
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// --------------------------------------------------
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/* Dolphin currently crashes if the dll is loaded when a game is started so we close the
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debugger and open it again after loading
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Status: Currently it's working so no need for this */
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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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// --------------------------------------------------
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frameCount = 0;
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SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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g_VideoInitialize = *(_pVideoInitialize); // Create a shortcut to _pVideoInitialize that can also update it
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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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{
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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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// Now the window handle is written
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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 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(HAVE_COCOA) && HAVE_COCOA
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// cocoaGLMakeCurrent(GLWin.cocoaCtx,GLWin.cocoaWin);
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//#elif defined(HAVE_X11) && HAVE_X11
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// glXMakeCurrent(GLWin.dpy, GLWin.win, GLWin.ctx);
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//#endif
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#ifndef _WIN32
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// WHY is this here??
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OpenGL_MakeCurrent();
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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::Init()) {
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g_VideoInitialize.pLog("Renderer::Create 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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VertexShaderCache::Init();
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VertexShaderManager::Init();
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PixelShaderCache::Init();
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PixelShaderManager::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 Shutdown(void)
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{
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TextureConverter::Shutdown();
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VertexLoaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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PixelShaderManager::Shutdown();
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PixelShaderCache::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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}
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bool ScreenShot(TCHAR *File)
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{
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char str[64];
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int left = 200, top = 15;
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sprintf(str, "Dolphin OpenGL");
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Renderer::ResetGLState();
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Renderer::RenderText(str, left+1, top+1, 0xff000000);
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Renderer::RenderText(str, left, top, 0xffc0ffff);
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Renderer::RestoreGLState();
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if (Renderer::SaveRenderTarget(File, 0)) {
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char msg[255];
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sprintf(msg, "saved %s\n", File);
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Renderer::AddMessage(msg, 500);
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return true;
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}
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return false;
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}
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unsigned int Video_Screenshot(TCHAR* _szFilename)
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{
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if (ScreenShot(_szFilename))
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return TRUE;
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return FALSE;
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}
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void Video_UpdateXFB(u8* _pXFB, u32 _dwWidth, u32 _dwHeight, s32 _dwYOffset, bool scheduling)
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{
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if(g_Config.bUseXFB && XFB_isInit())
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{
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if (scheduling) // from CPU in DC without fifo&CP (some 2D homebrews)
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{
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XFB_SetUpdateArgs(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
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g_XFBUpdateRequested = TRUE;
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}
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else
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{
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if (_pXFB) // from CPU in SC mode
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XFB_Draw(_pXFB, _dwWidth, _dwHeight, _dwYOffset);
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else // from GP in DC without fifo&CP (some 2D homebrews)
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{
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XFB_Draw();
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g_XFBUpdateRequested = FALSE;
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}
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}
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}
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}
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void Video_AddMessage(const char* pstr, u32 milliseconds)
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{
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Renderer::AddMessage(pstr,milliseconds);
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}
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