dolphin/Source/Core/VideoBackends/Software/SWmain.cpp
Jasper St. Pierre 7ca8d8dfc7 Core: Don't pass through a reference to the window handle
Now that MainNoGUI is properly architected and GLX doesn't need to
sometimes craft its own windows sometimes which we have to thread back
into MainNoGUI, we don't need to thread the window handle that GLX
creates at all.

This removes the reference to pass back here, and the g_pWindowHandle
always be the same as the window returned by Host_GetRenderHandle().

A future cleanup could remove g_pWindowHandle entirely.
2014-08-19 10:05:58 -04:00

382 lines
8.8 KiB
C++

// Copyright 2013 Dolphin Emulator Project
// Licensed under GPLv2
// Refer to the license.txt file included.
#include <string>
#include "Common/Atomic.h"
#include "Common/Common.h"
#include "Common/FileUtil.h"
#include "Common/StringUtil.h"
#include "Common/Logging/LogManager.h"
#include "Core/ConfigManager.h"
#include "Core/Core.h"
#include "Core/Host.h"
#include "Core/HW/Memmap.h"
#include "Core/HW/VideoInterface.h"
#include "VideoBackends/OGL/GLInterfaceBase.h"
#include "VideoBackends/OGL/GLExtensions/GLExtensions.h"
#include "VideoBackends/Software/BPMemLoader.h"
#include "VideoBackends/Software/Clipper.h"
#include "VideoBackends/Software/DebugUtil.h"
#include "VideoBackends/Software/EfbInterface.h"
#include "VideoBackends/Software/HwRasterizer.h"
#include "VideoBackends/Software/OpcodeDecoder.h"
#include "VideoBackends/Software/Rasterizer.h"
#include "VideoBackends/Software/SWCommandProcessor.h"
#include "VideoBackends/Software/SWRenderer.h"
#include "VideoBackends/Software/SWStatistics.h"
#include "VideoBackends/Software/SWVertexLoader.h"
#include "VideoBackends/Software/SWVideoConfig.h"
#include "VideoBackends/Software/VideoBackend.h"
#include "VideoBackends/Software/XFMemLoader.h"
#include "VideoCommon/Fifo.h"
#include "VideoCommon/OnScreenDisplay.h"
#include "VideoCommon/PixelEngine.h"
#include "VideoCommon/XFMemory.h"
#define VSYNC_ENABLED 0
static volatile u32 s_swapRequested = false;
static volatile struct
{
u32 xfbAddr;
u32 fbWidth;
u32 fbHeight;
} s_beginFieldArgs;
namespace SW
{
static volatile bool fifoStateRun = false;
static volatile bool emuRunningState = false;
static std::mutex m_csSWVidOccupied;
std::string VideoSoftware::GetName() const
{
return "Software Renderer";
}
std::string VideoSoftware::GetDisplayName() const
{
return "Software Renderer";
}
void VideoSoftware::ShowConfig(void *hParent)
{
Host_ShowVideoConfig(hParent, GetDisplayName(), "gfx_software");
}
bool VideoSoftware::Initialize(void *window_handle)
{
g_SWVideoConfig.Load((File::GetUserPath(D_CONFIG_IDX) + "gfx_software.ini").c_str());
InitInterface();
GLInterface->SetMode(GLInterfaceMode::MODE_DETECT);
if (!GLInterface->Create(window_handle))
{
INFO_LOG(VIDEO, "GLInterface::Create failed.");
return false;
}
InitBPMemory();
InitXFMemory();
SWCommandProcessor::Init();
PixelEngine::Init();
OpcodeDecoder::Init();
Clipper::Init();
Rasterizer::Init();
HwRasterizer::Init();
SWRenderer::Init();
DebugUtil::Init();
return true;
}
void VideoSoftware::DoState(PointerWrap& p)
{
bool software = true;
p.Do(software);
if (p.GetMode() == PointerWrap::MODE_READ && software == false)
// change mode to abort load of incompatible save state.
p.SetMode(PointerWrap::MODE_VERIFY);
// TODO: incomplete?
SWCommandProcessor::DoState(p);
PixelEngine::DoState(p);
EfbInterface::DoState(p);
OpcodeDecoder::DoState(p);
Clipper::DoState(p);
p.Do(xfmem);
p.Do(bpmem);
p.DoPOD(swstats);
// CP Memory
p.DoArray(arraybases, 16);
p.DoArray(arraystrides, 16);
p.Do(MatrixIndexA);
p.Do(MatrixIndexB);
p.Do(g_VtxDesc.Hex);
p.DoArray(g_VtxAttr, 8);
p.DoMarker("CP Memory");
}
void VideoSoftware::CheckInvalidState()
{
// there is no state to invalidate
}
void VideoSoftware::PauseAndLock(bool doLock, bool unpauseOnUnlock)
{
if (doLock)
{
EmuStateChange(EMUSTATE_CHANGE_PAUSE);
if (!Core::IsGPUThread())
m_csSWVidOccupied.lock();
}
else
{
if (unpauseOnUnlock)
EmuStateChange(EMUSTATE_CHANGE_PLAY);
if (!Core::IsGPUThread())
m_csSWVidOccupied.unlock();
}
}
void VideoSoftware::RunLoop(bool enable)
{
emuRunningState = enable;
}
void VideoSoftware::EmuStateChange(EMUSTATE_CHANGE newState)
{
emuRunningState = (newState == EMUSTATE_CHANGE_PLAY) ? true : false;
}
void VideoSoftware::Shutdown()
{
// TODO: should be in Video_Cleanup
HwRasterizer::Shutdown();
SWRenderer::Shutdown();
DebugUtil::Shutdown();
// Do our OSD callbacks
OSD::DoCallbacks(OSD::OSD_SHUTDOWN);
GLInterface->Shutdown();
}
void VideoSoftware::Video_Cleanup()
{
GLInterface->ClearCurrent();
}
// This is called after Video_Initialize() from the Core
void VideoSoftware::Video_Prepare()
{
GLInterface->MakeCurrent();
// Init extension support.
if (!GLExtensions::Init())
{
ERROR_LOG(VIDEO, "GLExtensions::Init failed!Does your video card support OpenGL 2.0?");
return;
}
// Handle VSync on/off
GLInterface->SwapInterval(VSYNC_ENABLED);
// Do our OSD callbacks
OSD::DoCallbacks(OSD::OSD_INIT);
HwRasterizer::Prepare();
SWRenderer::Prepare();
INFO_LOG(VIDEO, "Video backend initialized.");
}
// Run from the CPU thread (from VideoInterface.cpp)
void VideoSoftware::Video_BeginField(u32 xfbAddr, u32 fbWidth, u32 fbHeight)
{
s_beginFieldArgs.xfbAddr = xfbAddr;
s_beginFieldArgs.fbWidth = fbWidth;
s_beginFieldArgs.fbHeight = fbHeight;
}
// Run from the CPU thread (from VideoInterface.cpp)
void VideoSoftware::Video_EndField()
{
// Techincally the XFB is continually rendered out scanline by scanline between
// BeginField and EndFeild, We could possibly get away with copying out the whole thing
// at BeginField for less lag, but for the safest emulation we run it here.
if (g_bSkipCurrentFrame || s_beginFieldArgs.xfbAddr == 0)
{
swstats.frameCount++;
swstats.ResetFrame();
Core::Callback_VideoCopiedToXFB(false);
return;
}
if (!g_SWVideoConfig.bHwRasterizer)
{
if (!g_SWVideoConfig.bBypassXFB)
{
EfbInterface::yuv422_packed *xfb = (EfbInterface::yuv422_packed *) Memory::GetPointer(s_beginFieldArgs.xfbAddr);
SWRenderer::UpdateColorTexture(xfb, s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
}
}
// Ideally we would just move all the OpenGL context stuff to the CPU thread,
// but this gets messy when the hardware rasterizer is enabled.
// And neobrain loves his hardware rasterizer.
// If BypassXFB has already done a swap (cf. EfbCopy::CopyToXfb), skip this.
if (!g_SWVideoConfig.bBypassXFB)
{
// Dump frame if needed
DebugUtil::OnFrameEnd(s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
// If we are in dual core mode, notify the GPU thread about the new color texture.
if (SConfig::GetInstance().m_LocalCoreStartupParameter.bCPUThread)
Common::AtomicStoreRelease(s_swapRequested, true);
else
SWRenderer::Swap(s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
}
}
u32 VideoSoftware::Video_AccessEFB(EFBAccessType type, u32 x, u32 y, u32 InputData)
{
u32 value = 0;
switch (type)
{
case PEEK_Z:
{
value = EfbInterface::GetDepth(x, y);
break;
}
case POKE_Z:
break;
case PEEK_COLOR:
{
u32 color = 0;
EfbInterface::GetColor(x, y, (u8*)&color);
// rgba to argb
value = (color >> 8) | (color & 0xff) << 24;
break;
}
case POKE_COLOR:
break;
}
return value;
}
u32 VideoSoftware::Video_GetQueryResult(PerfQueryType type)
{
return EfbInterface::perf_values[type];
}
bool VideoSoftware::Video_Screenshot(const std::string& filename)
{
SWRenderer::SetScreenshot(filename.c_str());
return true;
}
// Run from the graphics thread
static void VideoFifo_CheckSwapRequest()
{
if (Common::AtomicLoadAcquire(s_swapRequested))
{
SWRenderer::Swap(s_beginFieldArgs.fbWidth, s_beginFieldArgs.fbHeight);
Common::AtomicStoreRelease(s_swapRequested, false);
}
}
// -------------------------------
// Enter and exit the video loop
// -------------------------------
void VideoSoftware::Video_EnterLoop()
{
std::lock_guard<std::mutex> lk(m_csSWVidOccupied);
fifoStateRun = true;
while (fifoStateRun)
{
VideoFifo_CheckSwapRequest();
g_video_backend->PeekMessages();
if (!SWCommandProcessor::RunBuffer())
{
Common::YieldCPU();
}
while (!emuRunningState && fifoStateRun)
{
g_video_backend->PeekMessages();
VideoFifo_CheckSwapRequest();
m_csSWVidOccupied.unlock();
Common::SleepCurrentThread(1);
m_csSWVidOccupied.lock();
}
}
}
void VideoSoftware::Video_ExitLoop()
{
fifoStateRun = false;
}
// TODO : could use the OSD class in video common, we would need to implement the Renderer class
// however most of it is useless for the SW backend so we could as well move it to its own class
void VideoSoftware::Video_AddMessage(const std::string& msg, u32 milliseconds)
{
}
void VideoSoftware::Video_ClearMessages()
{
}
void VideoSoftware::Video_SetRendering(bool bEnabled)
{
SWCommandProcessor::SetRendering(bEnabled);
}
void VideoSoftware::Video_GatherPipeBursted()
{
SWCommandProcessor::GatherPipeBursted();
}
bool VideoSoftware::Video_IsPossibleWaitingSetDrawDone(void)
{
return false;
}
void VideoSoftware::RegisterCPMMIO(MMIO::Mapping* mmio, u32 base)
{
SWCommandProcessor::RegisterMMIO(mmio, base);
}
// Draw messages on top of the screen
unsigned int VideoSoftware::PeekMessages()
{
return GLInterface->PeekMessages();
}
// Show the current FPS
void VideoSoftware::UpdateFPSDisplay(const std::string& text)
{
GLInterface->UpdateFPSDisplay(StringFromFormat("%s | Software | %s", scm_rev_str, text.c_str()));
}
}