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			219 lines
		
	
	
	
		
			5.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			219 lines
		
	
	
	
		
			5.6 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| // Copyright (C) 2003 Dolphin Project.
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| 
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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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| 
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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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| 
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| // A copy of the GPL 2.0 should have been included with the program.
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| // If not, see http://www.gnu.org/licenses/
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| 
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| // Official SVN repository and contact information can be found at
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| // http://code.google.com/p/dolphin-emu/
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| 
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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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| 
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| #if defined(HAVE_WX) && HAVE_WX
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| #include "VideoConfigDiag.h"
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| #endif // HAVE_WX
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| 
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| #if defined(HAVE_WX) && HAVE_WX
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| #include "Debugger/DebuggerPanel.h"
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| #endif // HAVE_WX
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| 
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| #include "MainBase.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 "FramebufferManager.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 "D3DTexture.h"
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| #include "D3DUtil.h"
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| #include "EmuWindow.h"
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| #include "VideoState.h"
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| #include "render.h"
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| #include "DLCache.h"
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| #include "IniFile.h"
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| #include "Core.h"
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| #include "Host.h"
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| 
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| #include "ConfigManager.h"
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| #include "VideoBackend.h"
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| 
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| namespace DX9
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| {
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| 
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| unsigned int VideoBackend::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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| 
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| void VideoBackend::UpdateFPSDisplay(const char *text)
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| {
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| 	TCHAR temp[512];
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| 	swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX9 | %hs"), scm_rev_str, text);
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| 	EmuWindow::SetWindowText(temp);
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| }
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| 
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| std::string VideoBackend::GetName()
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| {
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| 	return "Direct3D9";
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| }
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| 
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| void InitBackendInfo()
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| {
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| 	DX9::D3D::Init();
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| 	const int shaderModel = ((DX9::D3D::GetCaps().PixelShaderVersion >> 8) & 0xFF);
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| 	const int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
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| 	g_Config.backend_info.APIType = shaderModel < 3 ? API_D3D9_SM20 :API_D3D9_SM30;
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| 	g_Config.backend_info.bUseRGBATextures = false;
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| 	g_Config.backend_info.bSupports3DVision = true;
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| 	g_Config.backend_info.bSupportsDualSourceBlend = false;
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| 	g_Config.backend_info.bSupportsFormatReinterpretation = true;
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| 	
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| 	
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| 	g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
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| 
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| 	// adapters
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| 	g_Config.backend_info.Adapters.clear();
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| 	for (int i = 0; i < DX9::D3D::GetNumAdapters(); ++i)
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| 		g_Config.backend_info.Adapters.push_back(DX9::D3D::GetAdapter(i).ident.Description);
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| 
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| 	// aamodes
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| 	g_Config.backend_info.AAModes.clear();
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| 	if (g_Config.iAdapter < DX9::D3D::GetNumAdapters())
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| 	{
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| 		const DX9::D3D::Adapter &adapter = DX9::D3D::GetAdapter(g_Config.iAdapter);
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| 
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| 		for (int i = 0; i < (int)adapter.aa_levels.size(); ++i)
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| 			g_Config.backend_info.AAModes.push_back(adapter.aa_levels[i].name);
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| 	}
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| 	
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| 	// Clear ppshaders string vector
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| 	g_Config.backend_info.PPShaders.clear();
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| 
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| 	DX9::D3D::Shutdown();
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| }
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| 
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| void VideoBackend::ShowConfig(void* parent)
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| {
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| #if defined(HAVE_WX) && HAVE_WX
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| 	InitBackendInfo();
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| 	VideoConfigDiag diag((wxWindow*)parent, _trans("Direct3D9"), "gfx_dx9");
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| 	diag.ShowModal();
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| #endif
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| }
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| 
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| bool VideoBackend::Initialize(void *&window_handle)
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| {
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| 	InitializeShared();
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| 	InitBackendInfo();
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| 
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| 	frameCount = 0;
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| 
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| 	g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_dx9.ini").c_str());
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| 	g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str());
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| 	g_Config.UpdateProjectionHack();
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| 	g_Config.VerifyValidity();
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| 	UpdateActiveConfig();
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| 
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| 	window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait."));
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| 	if (window_handle == 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 false;
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| 	}
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| 	else if (FAILED(DX9::D3D::Init()))
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| 	{
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| 		MessageBox(GetActiveWindow(), _T("Unable to initialize Direct3D. Please make sure that you have the latest version of DirectX 9.0c correctly installed."), _T("Fatal Error"), MB_ICONERROR|MB_OK);
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| 		return false;
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| 	}
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| 
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| 	s_BackendInitialized = true;
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| 
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| 	return true;
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| }
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| 
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| void VideoBackend::Video_Prepare()
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| {
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| 	// Better be safe...
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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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| 
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| 	// internal interfaces
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| 	g_renderer = new Renderer;
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| 	g_texture_cache = new TextureCache;
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| 	g_vertex_manager = new VertexManager;
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| 	// VideoCommon
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| 	BPInit();
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| 	Fifo_Init();
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| 	VertexLoaderManager::Init();
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| 	OpcodeDecoder_Init();
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| 	VertexShaderManager::Init();
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| 	PixelShaderManager::Init();
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| 	CommandProcessor::Init();
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| 	PixelEngine::Init();
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| 	DLCache::Init();
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| 
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| 	// Notify the core that the video backend is ready
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| 	Host_Message(WM_USER_CREATE);
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| }
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| 
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| void VideoBackend::Shutdown()
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| {
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| 	s_BackendInitialized = false;
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| 
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| 	if (g_renderer)
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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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| 
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| 		// VideoCommon
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| 		DLCache::Shutdown();
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| 		Fifo_Shutdown();
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| 		CommandProcessor::Shutdown();
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| 		PixelShaderManager::Shutdown();
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| 		VertexShaderManager::Shutdown();
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| 		OpcodeDecoder_Shutdown();
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| 		VertexLoaderManager::Shutdown();
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| 
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| 		// internal interfaces
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| 		PixelShaderCache::Shutdown();
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| 		VertexShaderCache::Shutdown();
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| 		delete g_vertex_manager;
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| 		delete g_texture_cache;
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| 		delete g_renderer;
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| 		g_renderer = NULL;
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| 	}
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| 	D3D::Shutdown();
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| }
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| 
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| }
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