mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
3ea2a1387c
Might or might not work for you, yet. Anyway, read the soon to be created forum thread on this plugin before asking any questions. Huge thanks to rodolfoosvaldobogado for helping me out in various areas. Also, thanks to everyone on IRC who supported me during development ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5680 8ced0084-cf51-0410-be5f-012b33b47a6e
440 lines
9.5 KiB
C++
440 lines
9.5 KiB
C++
// Copyright (C) 2003 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 <tchar.h>
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#include <windows.h>
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#include <d3dx11.h>
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#include <wx/wx.h>
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#include <wx/notebook.h>
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#include "Common.h"
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#include "Atomic.h"
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#include "Thread.h"
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#include "LogManager.h"
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#include "svnrev.h"
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#include "resource.h"
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#include "main.h"
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#include "VideoConfig.h"
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#include "Fifo.h"
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#include "OpcodeDecoding.h"
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#include "TextureCache.h"
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#include "BPStructs.h"
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#include "VertexManager.h"
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#include "VertexLoaderManager.h"
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#include "VertexShaderManager.h"
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#include "PixelShaderManager.h"
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#include "VertexShaderCache.h"
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#include "PixelShaderCache.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "OnScreenDisplay.h"
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#include "DlgSettings.h"
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#include "D3DTexture.h"
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#include "D3DUtil.h"
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#include "W32Util/Misc.h"
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#include "EmuWindow.h"
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#include "VideoState.h"
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#include "XFBConvert.h"
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#include "render.h"
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#if defined(DEBUGFAST)
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#define DLL_PLUGIN_NAME "Dolphin Direct3D 11 (DebugFast)"
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#elif defined(_DEBUG)
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#define DLL_PLUGIN_NAME "Dolphin Direct3D 11 (Debug)"
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#else
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#define DLL_PLUGIN_NAME "Dolphin Direct3D 11"
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#endif
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HINSTANCE g_hInstance = NULL;
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SVideoInitialize g_VideoInitialize;
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PLUGIN_GLOBALS* globals = NULL;
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static bool s_PluginInitialized = false;
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volatile u32 s_swapRequested = FALSE;
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static u32 s_efbAccessRequested = FALSE;
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static volatile u32 s_FifoShuttingDown = FALSE;
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static bool ForceSwap = true;
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static volatile struct
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{
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u32 xfbAddr;
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FieldType field;
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u32 fbWidth;
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u32 fbHeight;
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} s_beginFieldArgs;
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static volatile EFBAccessType s_AccessEFBType;
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bool HandleDisplayList(u32 address, u32 size)
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{
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return false;
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}
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bool IsD3D()
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{
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return true;
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}
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bool IsD3D9()
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{
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return false;
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}
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bool IsD3D11()
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{
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return true;
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}
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// This is used for the functions right below here which use wxwidgets
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#if defined(HAVE_WX) && HAVE_WX
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#ifdef _WIN32
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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wxWindow* GetParentedWxWindow(HWND Parent)
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{
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#ifdef _WIN32
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wxSetInstance((HINSTANCE)g_hInstance);
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#endif
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wxWindow* win = new wxWindow();
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#ifdef _WIN32
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win->SetHWND((WXHWND)Parent);
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win->AdoptAttributesFromHWND();
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#endif
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return win;
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}
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#endif
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void DllDebugger(HWND _hParent, bool Show)
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{
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}
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#if defined(HAVE_WX) && HAVE_WX
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class wxDLLApp : public wxApp
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{
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bool OnInit()
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{
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return true;
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}
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};
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IMPLEMENT_APP_NO_MAIN(wxDLLApp)
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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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#endif
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, DWORD dwReason, LPVOID lpvReserved)
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{
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switch (dwReason)
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{
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case DLL_PROCESS_ATTACH:
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{
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#if defined(HAVE_WX) && HAVE_WX
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wxSetInstance((HINSTANCE)hinstDLL);
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wxInitialize();
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#endif
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}
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break;
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case DLL_PROCESS_DETACH:
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#if defined(HAVE_WX) && HAVE_WX
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wxUninitialize();
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#endif
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break;
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}
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g_hInstance = hinstDLL;
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return TRUE;
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}
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unsigned int Callback_PeekMessages()
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{
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MSG msg;
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while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
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{
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if (msg.message == WM_QUIT)
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return FALSE;
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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}
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return TRUE;
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}
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void UpdateFPSDisplay(const char* text)
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{
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char temp[512];
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sprintf_s(temp, 512, "SVN R%i: DX11: %s", SVN_REV, text);
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SetWindowTextA(EmuWindow::GetWnd(), temp);
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}
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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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sprintf_s(_PluginInfo->Name, 100, DLL_PLUGIN_NAME);
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}
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void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
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{
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globals = _pPluginGlobals;
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LogManager::SetInstance((LogManager*)globals->logManager);
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}
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void DllAbout(HWND _hParent)
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{
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MessageBoxA(NULL, "DllAbout not implemented, how did you come here? Anyway, report this to the devs.", "Error!", MB_OK);
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}
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void DllConfig(HWND _hParent)
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{
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DlgSettings_Show(g_hInstance, _hParent);
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}
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void Initialize(void* init)
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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;
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InitXFBConvTables();
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g_Config.Load((std::string(File::GetUserPath(D_CONFIG_IDX)) + "gfx_dx11.ini").c_str());
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g_Config.GameIniLoad(globals->game_ini);
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UpdateActiveConfig();
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g_VideoInitialize.pWindowHandle = (void*)EmuWindow::Create((HWND)g_VideoInitialize.pWindowHandle, g_hInstance, _T("Loading - Please wait."));
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if (g_VideoInitialize.pWindowHandle == NULL)
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{
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ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
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return;
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}
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g_VideoInitialize.pPeekMessages = &Callback_PeekMessages;
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g_VideoInitialize.pUpdateFPSDisplay = &UpdateFPSDisplay;
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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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OSD::AddMessage("Dolphin Direct3D 11 Video Plugin.", 5000);
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s_PluginInitialized = true;
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}
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void Video_Prepare()
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{
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s_efbAccessRequested = FALSE;
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s_FifoShuttingDown = FALSE;
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s_swapRequested = FALSE;
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ForceSwap = true;
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Renderer::Init();
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TextureCache::Init();
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BPInit();
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VertexManager::Init();
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Fifo_Init();
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VertexLoaderManager::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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CommandProcessor::Init();
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PixelEngine::Init();
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D3D::InitUtils();
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// tell the host that the window is ready
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g_VideoInitialize.pCoreMessage(WM_USER_CREATE);
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}
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void Shutdown()
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{
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s_efbAccessRequested = FALSE;
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s_FifoShuttingDown = FALSE;
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s_swapRequested = FALSE;
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D3D::ShutdownUtils();
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CommandProcessor::Shutdown();
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PixelShaderManager::Shutdown();
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PixelShaderCache::Shutdown();
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VertexShaderManager::Shutdown();
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VertexShaderCache::Shutdown();
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OpcodeDecoder_Shutdown();
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VertexLoaderManager::Shutdown();
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Fifo_Shutdown();
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VertexManager::Shutdown();
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TextureCache::Shutdown();
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Renderer::Shutdown();
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EmuWindow::Close();
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s_PluginInitialized = false;
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}
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void DoState(unsigned char** ptr, int mode)
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{
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// clear texture cache because it might have written to RAM
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CommandProcessor::FifoCriticalEnter();
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TextureCache::Invalidate(false);
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CommandProcessor::FifoCriticalLeave();
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// no need to clear shader caches
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PointerWrap p(ptr, mode);
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VideoCommon_DoState(p);
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}
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void EmuStateChange(PLUGIN_EMUSTATE newState)
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{
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Fifo_RunLoop((newState == PLUGIN_EMUSTATE_PLAY) ? true : false);
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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 Video_ExitLoop()
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{
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Fifo_ExitLoop();
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s_FifoShuttingDown = TRUE;
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}
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void Video_SetRendering(bool bEnabled)
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{
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Fifo_SetRendering(bEnabled);
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}
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// run from the graphics thread
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void VideoFifo_CheckSwapRequest()
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{
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if (Common::AtomicLoadAcquire(s_swapRequested))
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{
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if (ForceSwap)
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Renderer::Swap(s_beginFieldArgs.xfbAddr, s_beginFieldArgs.field, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
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Common::AtomicStoreRelease(s_swapRequested, FALSE);
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}
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}
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inline bool addrRangesOverlap(u32 aLower, u32 aUpper, u32 bLower, u32 bUpper)
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{
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return !((aLower >= bUpper) || (bLower >= aUpper));
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}
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// Run from the graphics thread
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void VideoFifo_CheckSwapRequestAt(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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ForceSwap = false;
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}
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// Run from the CPU thread (from VideoInterface.cpp)
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void Video_BeginField(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
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{
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}
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void Video_EndField()
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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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OSD::AddMessage(pstr, milliseconds);
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}
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HRESULT ScreenShot(const char* filename)
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{
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return S_OK;
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}
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void Video_Screenshot(const char* _szFilename)
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{
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}
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static struct
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{
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EFBAccessType type;
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u32 x;
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u32 y;
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} s_accessEFBArgs;
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static u32 s_AccessEFBResult = 0;
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void VideoFifo_CheckEFBAccess()
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{
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if (Common::AtomicLoadAcquire(s_efbAccessRequested))
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{
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s_AccessEFBResult = Renderer::AccessEFB(s_accessEFBArgs.type, s_accessEFBArgs.x, s_accessEFBArgs.y);
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Common::AtomicStoreRelease(s_efbAccessRequested, FALSE);
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}
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}
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u32 Video_AccessEFB(EFBAccessType type, u32 x, u32 y)
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{
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if (s_PluginInitialized)
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{
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s_accessEFBArgs.type = type;
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s_accessEFBArgs.x = x;
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s_accessEFBArgs.y = y;
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Common::AtomicStoreRelease(s_efbAccessRequested, TRUE);
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if (g_VideoInitialize.bOnThread)
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{
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while (Common::AtomicLoadAcquire(s_efbAccessRequested) && !s_FifoShuttingDown)
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//Common::SleepCurrentThread(1);
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Common::YieldCPU();
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}
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else
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VideoFifo_CheckEFBAccess();
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return s_AccessEFBResult;
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}
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return 0;
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}
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void Video_CommandProcessorRead16(u16& _rReturnValue, const u32 _Address)
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{
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CommandProcessor::Read16(_rReturnValue, _Address);
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}
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void Video_CommandProcessorWrite16(const u16 _Data, const u32 _Address)
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{
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CommandProcessor::Write16(_Data, _Address);
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}
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void Video_PixelEngineRead16(u16& _rReturnValue, const u32 _Address)
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{
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PixelEngine::Read16(_rReturnValue, _Address);
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}
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void Video_PixelEngineWrite16(const u16 _Data, const u32 _Address)
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{
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PixelEngine::Write16(_Data, _Address);
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}
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void Video_PixelEngineWrite32(const u32 _Data, const u32 _Address)
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{
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PixelEngine::Write32(_Data, _Address);
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}
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inline void Video_GatherPipeBursted(void)
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{
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CommandProcessor::GatherPipeBursted();
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}
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void Video_WaitForFrameFinish(void)
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{
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CommandProcessor::WaitForFrameFinish();
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}
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