mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2024-11-15 13:57:57 -07:00
d511b50612
1 - Optimize pixelshadergen to avoid redundant register overflow math, with this if a game don't need this will be not applied. this must bring some fill rate back and improve speed a little in fill rate limited systems. 2- some corrections to vertexshadergen to avoid uninitialized texture coordinates, dono if is the correct way to fix it but t least it will make house of the dead overkill playable in dx11. the bad thing: still missing geometri in dx9, in dx11 it works exactly as on opengl. 3 - some optimization made to improve fps a little wih the latests changes made to fifo. * back to the original code in beginfield as now it will work right. * check for efb access more often as a lot of time is lost waiting for efb access 4 - apply a little fix for missing textures in nvidia opengl tanks to Wagnard28 for finding that nvidia does not like invalid shader id :) please test for any regression git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5812 8ced0084-cf51-0410-be5f-012b33b47a6e
469 lines
10 KiB
C++
469 lines
10 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 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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WXDLLIMPEXP_BASE void wxSetInstance(HINSTANCE hInst);
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wxWindow* GetParentedWxWindow(HWND Parent)
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{
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wxSetInstance((HINSTANCE)g_hInstance);
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wxWindow* win = new wxWindow();
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win->SetHWND((WXHWND)Parent);
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win->AdoptAttributesFromHWND();
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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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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 (from Fifo.cpp)
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void VideoFifo_CheckSwapRequest()
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{
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if(g_ActiveConfig.bUseXFB)
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{
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if (Common::AtomicLoadAcquire(s_swapRequested))
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{
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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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}
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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 (from Fifo.cpp)
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void VideoFifo_CheckSwapRequestAt(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
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{
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if (g_ActiveConfig.bUseXFB)
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{
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if(Common::AtomicLoadAcquire(s_swapRequested))
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{
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u32 aLower = xfbAddr;
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u32 aUpper = xfbAddr + 2 * fbWidth * fbHeight;
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u32 bLower = s_beginFieldArgs.xfbAddr;
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u32 bUpper = s_beginFieldArgs.xfbAddr + 2 * s_beginFieldArgs.fbWidth * s_beginFieldArgs.fbHeight;
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if (addrRangesOverlap(aLower, aUpper, bLower, bUpper))
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VideoFifo_CheckSwapRequest();
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}
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}
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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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if (s_PluginInitialized && g_ActiveConfig.bUseXFB)
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{
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if (g_VideoInitialize.bOnThread)
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{
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while (Common::AtomicLoadAcquire(s_swapRequested) && !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_CheckSwapRequest();
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s_beginFieldArgs.xfbAddr = xfbAddr;
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s_beginFieldArgs.field = field;
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s_beginFieldArgs.fbWidth = fbWidth;
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s_beginFieldArgs.fbHeight = fbHeight;
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Common::AtomicStoreRelease(s_swapRequested, TRUE);
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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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Renderer::SetScreenshot(_szFilename);
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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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u32 Data;
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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, u32 InputData)
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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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s_accessEFBArgs.Data = InputData;
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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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bool Video_IsFifoBusy(void)
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{
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return CommandProcessor::isFifoBusy;
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}
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