mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 22:09:19 -07:00
a271bb8182
Whatever that means, it fixes that stupid Super Mario Sunshine glitch and possibly lots of other stuff, so test as many glitchy games as possible with this ;) git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6669 8ced0084-cf51-0410-be5f-012b33b47a6e
327 lines
8.8 KiB
C++
327 lines
8.8 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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// OpenGL Plugin Documentation
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/*
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1.1 Display settings
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Internal and fullscreen resolution: Since the only internal resolutions allowed
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are also fullscreen resolution allowed by the system there is only need for one
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resolution setting that applies to both the internal resolution and the
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fullscreen resolution. - Apparently no, someone else doesn't agree
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Todo: Make the internal resolution option apply instantly, currently only the
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native and 2x option applies instantly. To do this we need to be able to change
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the reinitialize FramebufferManager:Init() while a game is running.
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1.2 Screenshots
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The screenshots should be taken from the internal representation of the picture
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regardless of what the current window size is. Since AA and wireframe is
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applied together with the picture resizing this rule is not currently applied
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to AA or wireframe pictures, they are instead taken from whatever the window
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size is.
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Todo: Render AA and wireframe to a separate picture used for the screenshot in
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addition to the one for display.
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1.3 AA
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Make AA apply instantly during gameplay if possible
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*/
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#include "Globals.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 <cstdarg>
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#ifdef _WIN32
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#include "EmuWindow.h"
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#endif
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#if defined(HAVE_WX) && HAVE_WX
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#include "VideoConfigDiag.h"
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#include "DebuggerPanel.h"
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#endif // HAVE_WX
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#include "MainBase.h"
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#include "VideoConfig.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 "TextureCache.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 "XFBConvert.h"
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#include "CommandProcessor.h"
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#include "PixelEngine.h"
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#include "TextureConverter.h"
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#include "PostProcessing.h"
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#include "OnScreenDisplay.h"
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#include "Setup.h"
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#include "DLCache.h"
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#include "FramebufferManager.h"
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#include "VideoState.h"
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// Logging
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int GLScissorX, GLScissorY, GLScissorW, GLScissorH;
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#ifdef _WIN32
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HINSTANCE g_hInstance;
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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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// ------------------
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BOOL APIENTRY DllMain(HINSTANCE hinstDLL, // DLL module handle
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DWORD dwReason, // reason called
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LPVOID lpvReserved) // reserved
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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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#endif // _WIN32
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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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#elif defined _DEBUG
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sprintf(_PluginInfo->Name, "Dolphin OpenGL (Debug)");
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#else
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sprintf(_PluginInfo->Name, "Dolphin OpenGL");
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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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globals = _pPluginGlobals;
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LogManager::SetInstance((LogManager*)globals->logManager);
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}
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void *DllDebugger(void *_hParent, bool Show)
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{
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#if defined(HAVE_WX) && HAVE_WX
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return new GFXDebuggerPanel((wxWindow *)_hParent);
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#else
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return NULL;
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#endif
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}
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void GetShaders(std::vector<std::string> &shaders)
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{
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shaders.clear();
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if (File::IsDirectory(File::GetUserPath(D_SHADERS_IDX)))
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{
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File::FSTEntry entry;
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File::ScanDirectoryTree(File::GetUserPath(D_SHADERS_IDX), entry);
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for (u32 i = 0; i < entry.children.size(); i++)
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{
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std::string name = entry.children[i].virtualName.c_str();
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if (!strcasecmp(name.substr(name.size() - 4).c_str(), ".txt"))
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name = name.substr(0, name.size() - 4);
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shaders.push_back(name);
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}
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}
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else
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{
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File::CreateDir(File::GetUserPath(D_SHADERS_IDX));
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}
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}
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void InitBackendInfo()
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{
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g_Config.backend_info.APIType = API_OPENGL;
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g_Config.backend_info.bUseRGBATextures = false;
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g_Config.backend_info.bSupportsEFBToRAM = true;
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g_Config.backend_info.bSupportsRealXFB = true;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bAllowSignedBytes = true;
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g_Config.backend_info.bSupportsDualSourceBlend = false; // supported, but broken
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g_Config.backend_info.bSupportsFormatReinterpretation = false;
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}
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void DllConfig(void *_hParent)
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{
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#if defined(HAVE_WX) && HAVE_WX
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InitBackendInfo();
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// aamodes
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const char* caamodes[] = {"None", "2x", "4x", "8x", "8x CSAA", "8xQ CSAA", "16x CSAA", "16xQ CSAA"};
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g_Config.backend_info.AAModes.assign(caamodes, caamodes + sizeof(caamodes)/sizeof(*caamodes));
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// pp shaders
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GetShaders(g_Config.backend_info.PPShaders);
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VideoConfigDiag *const diag = new VideoConfigDiag((wxWindow*)_hParent, "OpenGL", "gfx_opengl");
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diag->ShowModal();
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diag->Destroy();
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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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InitBackendInfo();
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frameCount = 0;
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SVideoInitialize *_pVideoInitialize = (SVideoInitialize*)init;
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// Create a shortcut to _pVideoInitialize that can also update it
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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_opengl.ini").c_str());
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g_Config.GameIniLoad(globals->game_ini);
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g_Config.UpdateProjectionHack();
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#if defined _WIN32
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// Enable support for PNG screenshots.
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wxImage::AddHandler( new wxPNGHandler );
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#endif
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UpdateActiveConfig();
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if (!OpenGL_Create(g_VideoInitialize, 640, 480))
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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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OSD::AddMessage("Dolphin OpenGL Video Plugin.", 5000);
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s_PluginInitialized = true;
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}
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// This is called after Initialize() from the Core
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// Run from the graphics thread
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void Video_Prepare()
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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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g_renderer = new OGL::Renderer;
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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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CommandProcessor::Init();
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PixelEngine::Init();
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g_texture_cache = new OGL::TextureCache;
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BPInit();
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g_vertex_manager = new OGL::VertexManager;
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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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PostProcessing::Init();
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GL_REPORT_ERRORD();
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VertexLoaderManager::Init();
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TextureConverter::Init();
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DLCache::Init();
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// Notify the core that the video plugin is ready
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g_VideoInitialize.pCoreMessage(WM_USER_CREATE);
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s_PluginInitialized = true;
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INFO_LOG(VIDEO, "Video plugin initialized.");
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}
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void Shutdown()
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{
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s_PluginInitialized = false;
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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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DLCache::Shutdown();
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Fifo_Shutdown();
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PostProcessing::Shutdown();
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// The following calls are NOT Thread Safe
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// And need to be called from the video thread
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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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delete g_vertex_manager;
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delete g_texture_cache;
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OpcodeDecoder_Shutdown();
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delete g_renderer;
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OpenGL_Shutdown();
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}
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