re indentation to follow emulators code rules in some files I'm modifying

This commit is contained in:
Rodolfo Bogado
2013-08-15 15:16:32 -03:00
parent 8e9bbdeb2f
commit 08a6b8920b
3 changed files with 631 additions and 625 deletions
File diff suppressed because it is too large Load Diff
@@ -37,251 +37,257 @@ LinearDiskCache<VertexShaderUid, u8> g_vs_disk_cache;
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetSimpleVertexShader(int level)
{
return SimpleVertexShader[level % MAX_SSAA_SHADERS];
return SimpleVertexShader[level % MAX_SSAA_SHADERS];
}
LPDIRECT3DVERTEXSHADER9 VertexShaderCache::GetClearVertexShader()
{
return ClearVertexShader;
return ClearVertexShader;
}
// this class will load the precompiled shaders into our cache
class VertexShaderCacheInserter : public LinearDiskCacheReader<VertexShaderUid, u8>
{
public:
void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
{
VertexShaderCache::InsertByteCode(key, value, value_size, false);
}
void Read(const VertexShaderUid &key, const u8 *value, u32 value_size)
{
VertexShaderCache::InsertByteCode(key, value, value_size, false);
}
};
void VertexShaderCache::Init()
{
char* vProg = new char[2048];
sprintf(vProg,"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float2 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0;\n"
"OUT.vTexCoord1 = inTEX2;\n"
"return OUT;\n"
"}\n");
char* vProg = new char[2048];
sprintf(vProg,"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float2 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0;\n"
"OUT.vTexCoord1 = inTEX2;\n"
"return OUT;\n"
"}\n");
SimpleVertexShader[0] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
SimpleVertexShader[0] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
sprintf(vProg,"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vColor0 : COLOR0;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vColor0 = inColor0;\n"
"return OUT;\n"
"}\n");
sprintf(vProg,"struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vColor0 : COLOR0;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float4 inColor0: COLOR0)\n"
"{\n"
"VSOUTPUT OUT;\n"
"OUT.vPosition = inPosition;\n"
"OUT.vColor0 = inColor0;\n"
"return OUT;\n"
"}\n");
ClearVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
sprintf(vProg, "struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"float4 vTexCoord2 : TEXCOORD2;\n"
"float4 vTexCoord3 : TEXCOORD3;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyyx;\n"
"OUT.vTexCoord1 = inTEX2.x;\n"
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.495f,-0.495f, 0.495f,-0.495f) * inTEX1.xyyx);\n"
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.495f, 0.495f,-0.495f, 0.495f) * inTEX1.xyyx);\n"
"return OUT;\n"
"}\n");
SimpleVertexShader[1] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
ClearVertexShader = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
sprintf(vProg, "struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"float4 vTexCoord2 : TEXCOORD2;\n"
"float4 vTexCoord3 : TEXCOORD3;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyyx;\n"
"OUT.vTexCoord1 = inTEX2.x;\n"
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.495f,-0.495f, 0.495f,-0.495f) * inTEX1.xyyx);\n"
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.495f, 0.495f,-0.495f, 0.495f) * inTEX1.xyyx);\n"
"return OUT;\n"
"}\n");
SimpleVertexShader[1] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
sprintf(vProg, "struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"float4 vTexCoord2 : TEXCOORD2;\n"
"float4 vTexCoord3 : TEXCOORD3;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyyx;\n"
"OUT.vTexCoord1 = inTEX2.x;\n"
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.9f,-0.45f, 0.9f,-0.45f) * inTEX1.xyyx);\n"
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.9f, 0.45f,-0.9f, 0.45f) * inTEX1.xyyx);\n"
"return OUT;\n"
"}\n");
SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
Clear();
delete [] vProg;
sprintf(vProg, "struct VSOUTPUT\n"
"{\n"
"float4 vPosition : POSITION;\n"
"float4 vTexCoord : TEXCOORD0;\n"
"float vTexCoord1 : TEXCOORD1;\n"
"float4 vTexCoord2 : TEXCOORD2;\n"
"float4 vTexCoord3 : TEXCOORD3;\n"
"};\n"
"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0,float2 inTEX1 : TEXCOORD1,float inTEX2 : TEXCOORD2)\n"
"{\n"
"VSOUTPUT OUT;"
"OUT.vPosition = inPosition;\n"
"OUT.vTexCoord = inTEX0.xyyx;\n"
"OUT.vTexCoord1 = inTEX2.x;\n"
"OUT.vTexCoord2 = inTEX0.xyyx + (float4(-0.9f,-0.45f, 0.9f,-0.45f) * inTEX1.xyyx);\n"
"OUT.vTexCoord3 = inTEX0.xyyx + (float4( 0.9f, 0.45f,-0.9f, 0.45f) * inTEX1.xyyx);\n"
"return OUT;\n"
"}\n");
SimpleVertexShader[2] = D3D::CompileAndCreateVertexShader(vProg, (int)strlen(vProg));
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
Clear();
delete [] vProg;
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX)))
File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX).c_str());
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
SETSTAT(stats.numVertexShadersCreated, 0);
SETSTAT(stats.numVertexShadersAlive, 0);
if (g_Config.bEnableShaderDebugging)
Clear();
char cache_filename[MAX_PATH];
sprintf(cache_filename, "%sdx9-%s-vs.cache", File::GetUserPath(D_SHADERCACHE_IDX).c_str(),
SConfig::GetInstance().m_LocalCoreStartupParameter.m_strUniqueID.c_str());
VertexShaderCacheInserter inserter;
g_vs_disk_cache.OpenAndRead(cache_filename, inserter);
last_entry = NULL;
if (g_Config.bEnableShaderDebugging)
Clear();
last_entry = NULL;
}
void VertexShaderCache::Clear()
{
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
vertex_uid_checker.Invalidate();
for (VSCache::iterator iter = vshaders.begin(); iter != vshaders.end(); ++iter)
iter->second.Destroy();
vshaders.clear();
vertex_uid_checker.Invalidate();
last_entry = NULL;
last_entry = NULL;
}
void VertexShaderCache::Shutdown()
{
for (int i = 0; i < MAX_SSAA_SHADERS; i++)
{
if (SimpleVertexShader[i])
SimpleVertexShader[i]->Release();
SimpleVertexShader[i] = NULL;
}
for (int i = 0; i < MAX_SSAA_SHADERS; i++)
{
if (SimpleVertexShader[i])
SimpleVertexShader[i]->Release();
SimpleVertexShader[i] = NULL;
}
if (ClearVertexShader)
ClearVertexShader->Release();
ClearVertexShader = NULL;
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
if (ClearVertexShader)
ClearVertexShader->Release();
ClearVertexShader = NULL;
Clear();
g_vs_disk_cache.Sync();
g_vs_disk_cache.Close();
}
bool VertexShaderCache::SetShader(u32 components)
{
VertexShaderUid uid;
GetVertexShaderUid(uid, components, API_D3D9);
if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D9);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
VertexShaderUid uid;
GetVertexShaderUid(uid, components, API_D3D9);
if (g_ActiveConfig.bEnableShaderDebugging)
{
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D9);
vertex_uid_checker.AddToIndexAndCheck(code, uid, "Vertex", "v");
}
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (last_entry->shader != NULL);
}
}
if (last_entry)
{
if (uid == last_uid)
{
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (last_entry->shader != NULL);
}
}
last_uid = uid;
last_uid = uid;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
VSCache::iterator iter = vshaders.find(uid);
if (iter != vshaders.end())
{
const VSCacheEntry &entry = iter->second;
last_entry = &entry;
if (entry.shader) D3D::SetVertexShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (entry.shader != NULL);
}
if (entry.shader) D3D::SetVertexShader(entry.shader);
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return (entry.shader != NULL);
}
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D9);
VertexShaderCode code;
GenerateVertexShaderCode(code, components, API_D3D9);
u8 *bytecode;
int bytecodelen;
if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
u8 *bytecode;
int bytecodelen;
if (!D3D::CompileVertexShader(code.GetBuffer(), (int)strlen(code.GetBuffer()), &bytecode, &bytecodelen))
{
GFX_DEBUGGER_PAUSE_AT(NEXT_ERROR, true);
return false;
}
g_vs_disk_cache.Append(uid, bytecode, bytecodelen);
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code.GetBuffer();
}
delete [] bytecode;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
bool success = InsertByteCode(uid, bytecode, bytecodelen, true);
if (g_ActiveConfig.bEnableShaderDebugging && success)
{
vshaders[uid].code = code.GetBuffer();
}
delete [] bytecode;
GFX_DEBUGGER_PAUSE_AT(NEXT_VERTEX_SHADER_CHANGE, true);
return success;
}
bool VertexShaderCache::InsertByteCode(const VertexShaderUid &uid, const u8 *bytecode, int bytecodelen, bool activate) {
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
LPDIRECT3DVERTEXSHADER9 shader = D3D::CreateVertexShaderFromByteCode(bytecode, bytecodelen);
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
// Make an entry in the table
VSCacheEntry entry;
entry.shader = shader;
vshaders[uid] = entry;
last_entry = &vshaders[uid];
if (!shader)
return false;
vshaders[uid] = entry;
last_entry = &vshaders[uid];
if (!shader)
return false;
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
if (activate)
{
D3D::SetVertexShader(shader);
return true;
}
return false;
INCSTAT(stats.numVertexShadersCreated);
SETSTAT(stats.numVertexShadersAlive, (int)vshaders.size());
if (activate)
{
D3D::SetVertexShader(shader);
return true;
}
return false;
}
float VSConstantbuffer[4*C_VENVCONST_END];
void Renderer::SetVSConstant4f(unsigned int const_number, float f1, float f2, float f3, float f4)
{
const float f[4] = { f1, f2, f3, f4 };
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
VSConstantbuffer_pointer[0] = f1;
VSConstantbuffer_pointer[1] = f2;
VSConstantbuffer_pointer[2] = f3;
VSConstantbuffer_pointer[3] = f4;
DX9::D3D::dev->SetVertexShaderConstantF(const_number, VSConstantbuffer_pointer, 1);
}
void Renderer::SetVSConstant4fv(unsigned int const_number, const float *f)
{
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, 1);
}
void Renderer::SetMultiVSConstant3fv(unsigned int const_number, unsigned int count, const float *f)
{
float buf[4*C_VENVCONST_END];
for (unsigned int i = 0; i < count; i++)
{
buf[4*i ] = *f++;
buf[4*i+1] = *f++;
buf[4*i+2] = *f++;
buf[4*i+3] = 0.f;
}
DX9::D3D::dev->SetVertexShaderConstantF(const_number, buf, count);
float* VSConstantbuffer_pointer = &VSConstantbuffer[const_number];
for (unsigned int i = 0; i < count; i++)
{
*VSConstantbuffer_pointer++ = *f++;
*VSConstantbuffer_pointer++ = *f++;
*VSConstantbuffer_pointer++ = *f++;
*VSConstantbuffer_pointer++ = 0.f;
}
DX9::D3D::dev->SetVertexShaderConstantF(const_number, &VSConstantbuffer[const_number], count);
}
void Renderer::SetMultiVSConstant4fv(unsigned int const_number, unsigned int count, const float *f)
{
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count);
DX9::D3D::dev->SetVertexShaderConstantF(const_number, f, count);
}
} // namespace DX9
+164 -164
View File
@@ -50,192 +50,192 @@
namespace DX9
{
unsigned int VideoBackend::PeekMessages()
{
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return FALSE;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return TRUE;
}
void VideoBackend::UpdateFPSDisplay(const char *text)
{
TCHAR temp[512];
swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX9 | %hs"), scm_rev_str, text);
EmuWindow::SetWindowText(temp);
}
std::string VideoBackend::GetName()
{
return "DX9";
}
std::string VideoBackend::GetDisplayName()
{
return "Direct3D9 (deprecated)";
}
void InitBackendInfo()
{
DX9::D3D::Init();
D3DCAPS9 device_caps = DX9::D3D::GetCaps();
const int shaderModel = ((device_caps.PixelShaderVersion >> 8) & 0xFF);
const int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
g_Config.backend_info.APIType = shaderModel < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
g_Config.backend_info.bUseRGBATextures = false;
g_Config.backend_info.bUseMinimalMipCount = true;
g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPrimitiveRestart = false; // TODO: figure out if it does
g_Config.backend_info.bSupportsSeparateAlphaFunction = device_caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND;
// Dual source blend disabled by default until a proper method to test for support is found
g_Config.backend_info.bSupports3DVision = true;
OSVERSIONINFO info;
ZeroMemory(&info, sizeof(OSVERSIONINFO));
info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
if (GetVersionEx(&info))
unsigned int VideoBackend::PeekMessages()
{
MSG msg;
while (PeekMessage(&msg, 0, 0, 0, PM_REMOVE))
{
if (msg.message == WM_QUIT)
return FALSE;
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return TRUE;
}
void VideoBackend::UpdateFPSDisplay(const char *text)
{
TCHAR temp[512];
swprintf_s(temp, sizeof(temp)/sizeof(TCHAR), _T("%hs | DX9 | %hs"), scm_rev_str, text);
EmuWindow::SetWindowText(temp);
}
std::string VideoBackend::GetName()
{
return "DX9";
}
std::string VideoBackend::GetDisplayName()
{
return "Direct3D9 (deprecated)";
}
void InitBackendInfo()
{
DX9::D3D::Init();
D3DCAPS9 device_caps = DX9::D3D::GetCaps();
const int shaderModel = ((device_caps.PixelShaderVersion >> 8) & 0xFF);
const int maxConstants = (shaderModel < 3) ? 32 : ((shaderModel < 4) ? 224 : 65536);
g_Config.backend_info.APIType = shaderModel < 3 ? API_D3D9_SM20 : API_D3D9_SM30;
g_Config.backend_info.bUseRGBATextures = false;
g_Config.backend_info.bUseMinimalMipCount = true;
g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPrimitiveRestart = false; // D3D9 does not support primitive restart
g_Config.backend_info.bSupportsSeparateAlphaFunction = device_caps.PrimitiveMiscCaps & D3DPMISCCAPS_SEPARATEALPHABLEND;
// Dual source blend disabled by default until a proper method to test for support is found
g_Config.backend_info.bSupports3DVision = true;
OSVERSIONINFO info;
ZeroMemory(&info, sizeof(OSVERSIONINFO));
info.dwOSVersionInfoSize = sizeof(OSVERSIONINFO);
if (GetVersionEx(&info))
{
// dual source blending is only supported in windows 7 o newer. sorry xp users
// we cannot test for device caps because most drivers just declare the minimun caps
// and don't expose their support for some functionalities
g_Config.backend_info.bSupportsDualSourceBlend = g_Config.backend_info.bSupportsSeparateAlphaFunction && (info.dwPlatformId == VER_PLATFORM_WIN32_NT) && ((info.dwMajorVersion > 6) || ((info.dwMajorVersion == 6) && info.dwMinorVersion >= 1));
}
else
{
}
else
{
g_Config.backend_info.bSupportsDualSourceBlend = false;
}
g_Config.backend_info.bSupportsFormatReinterpretation = true;
g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
g_Config.backend_info.bSupportsEarlyZ = false;
// adapters
g_Config.backend_info.Adapters.clear();
for (int i = 0; i < DX9::D3D::GetNumAdapters(); ++i)
g_Config.backend_info.Adapters.push_back(DX9::D3D::GetAdapter(i).ident.Description);
// aamodes
g_Config.backend_info.AAModes.clear();
if (g_Config.iAdapter < DX9::D3D::GetNumAdapters())
{
const DX9::D3D::Adapter &adapter = DX9::D3D::GetAdapter(g_Config.iAdapter);
for (int i = 0; i < (int)adapter.aa_levels.size(); ++i)
g_Config.backend_info.AAModes.push_back(adapter.aa_levels[i].name);
}
// Clear ppshaders string vector
g_Config.backend_info.PPShaders.clear();
DX9::D3D::Shutdown();
}
g_Config.backend_info.bSupportsFormatReinterpretation = true;
g_Config.backend_info.bSupportsPixelLighting = C_PLIGHTS + 40 <= maxConstants && C_PMATERIALS + 4 <= maxConstants;
g_Config.backend_info.bSupportsEarlyZ = false;
// adapters
g_Config.backend_info.Adapters.clear();
for (int i = 0; i < DX9::D3D::GetNumAdapters(); ++i)
g_Config.backend_info.Adapters.push_back(DX9::D3D::GetAdapter(i).ident.Description);
// aamodes
g_Config.backend_info.AAModes.clear();
if (g_Config.iAdapter < DX9::D3D::GetNumAdapters())
{
const DX9::D3D::Adapter &adapter = DX9::D3D::GetAdapter(g_Config.iAdapter);
for (int i = 0; i < (int)adapter.aa_levels.size(); ++i)
g_Config.backend_info.AAModes.push_back(adapter.aa_levels[i].name);
}
// Clear ppshaders string vector
g_Config.backend_info.PPShaders.clear();
DX9::D3D::Shutdown();
}
void VideoBackend::ShowConfig(void* parent)
{
void VideoBackend::ShowConfig(void* parent)
{
#if defined(HAVE_WX) && HAVE_WX
InitBackendInfo();
VideoConfigDiag diag((wxWindow*)parent, _trans("Direct3D9"), "gfx_dx9");
diag.ShowModal();
InitBackendInfo();
VideoConfigDiag diag((wxWindow*)parent, _trans("Direct3D9"), "gfx_dx9");
diag.ShowModal();
#endif
}
}
bool VideoBackend::Initialize(void *&window_handle)
{
InitializeShared();
InitBackendInfo();
bool VideoBackend::Initialize(void *&window_handle)
{
InitializeShared();
InitBackendInfo();
frameCount = 0;
frameCount = 0;
g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_dx9.ini").c_str());
g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str());
g_Config.UpdateProjectionHack();
g_Config.VerifyValidity();
// as only some driver/hardware configurations support dual source blending only enable it if is
// configured by user
g_Config.backend_info.bSupportsDualSourceBlend &= g_Config.bForceDualSourceBlend;
UpdateActiveConfig();
g_Config.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_dx9.ini").c_str());
g_Config.GameIniLoad(SConfig::GetInstance().m_LocalCoreStartupParameter.m_strGameIni.c_str());
g_Config.UpdateProjectionHack();
g_Config.VerifyValidity();
// as only some driver/hardware configurations support dual source blending only enable it if is
// configured by user
g_Config.backend_info.bSupportsDualSourceBlend &= g_Config.bForceDualSourceBlend;
UpdateActiveConfig();
window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait."));
if (window_handle == NULL)
{
ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
return false;
}
else if (FAILED(DX9::D3D::Init()))
{
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);
return false;
}
window_handle = (void*)EmuWindow::Create((HWND)window_handle, GetModuleHandle(0), _T("Loading - Please wait."));
if (window_handle == NULL)
{
ERROR_LOG(VIDEO, "An error has occurred while trying to create the window.");
return false;
}
else if (FAILED(DX9::D3D::Init()))
{
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);
return false;
}
s_BackendInitialized = true;
s_BackendInitialized = true;
return true;
}
return true;
}
void VideoBackend::Video_Prepare()
{
// Better be safe...
s_efbAccessRequested = FALSE;
s_FifoShuttingDown = FALSE;
s_swapRequested = FALSE;
void VideoBackend::Video_Prepare()
{
// Better be safe...
s_efbAccessRequested = FALSE;
s_FifoShuttingDown = FALSE;
s_swapRequested = FALSE;
// internal interfaces
g_vertex_manager = new VertexManager;
g_perf_query = new PerfQuery;
g_renderer = new Renderer;
g_texture_cache = new TextureCache;
// VideoCommon
BPInit();
Fifo_Init();
IndexGenerator::Init();
VertexLoaderManager::Init();
OpcodeDecoder_Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
CommandProcessor::Init();
PixelEngine::Init();
DLCache::Init();
// Notify the core that the video backend is ready
Host_Message(WM_USER_CREATE);
}
// internal interfaces
g_vertex_manager = new VertexManager;
g_perf_query = new PerfQuery;
g_renderer = new Renderer;
g_texture_cache = new TextureCache;
// VideoCommon
BPInit();
Fifo_Init();
IndexGenerator::Init();
VertexLoaderManager::Init();
OpcodeDecoder_Init();
VertexShaderManager::Init();
PixelShaderManager::Init();
CommandProcessor::Init();
PixelEngine::Init();
DLCache::Init();
// Notify the core that the video backend is ready
Host_Message(WM_USER_CREATE);
}
void VideoBackend::Shutdown()
{
s_BackendInitialized = false;
void VideoBackend::Shutdown()
{
s_BackendInitialized = false;
// TODO: should be in Video_Cleanup
if (g_renderer)
{
s_efbAccessRequested = FALSE;
s_FifoShuttingDown = FALSE;
s_swapRequested = FALSE;
// TODO: should be in Video_Cleanup
if (g_renderer)
{
s_efbAccessRequested = FALSE;
s_FifoShuttingDown = FALSE;
s_swapRequested = FALSE;
// VideoCommon
DLCache::Shutdown();
Fifo_Shutdown();
CommandProcessor::Shutdown();
PixelShaderManager::Shutdown();
VertexShaderManager::Shutdown();
OpcodeDecoder_Shutdown();
VertexLoaderManager::Shutdown();
// VideoCommon
DLCache::Shutdown();
Fifo_Shutdown();
CommandProcessor::Shutdown();
PixelShaderManager::Shutdown();
VertexShaderManager::Shutdown();
OpcodeDecoder_Shutdown();
VertexLoaderManager::Shutdown();
// internal interfaces
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
delete g_texture_cache;
delete g_renderer;
delete g_perf_query;
delete g_vertex_manager;
g_renderer = NULL;
g_texture_cache = NULL;
}
D3D::Shutdown();
}
// internal interfaces
PixelShaderCache::Shutdown();
VertexShaderCache::Shutdown();
delete g_texture_cache;
delete g_renderer;
delete g_perf_query;
delete g_vertex_manager;
g_renderer = NULL;
g_texture_cache = NULL;
}
D3D::Shutdown();
}
void VideoBackend::Video_Cleanup() {
}
void VideoBackend::Video_Cleanup() {
}
}