ppsspp/headless/WindowsHeadlessHost.cpp
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

188 lines
4.8 KiB
C++

// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cstdio>
#include "headless/WindowsHeadlessHost.h"
#include "Common/GPU/OpenGL/GLCommon.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/File/VFS/VFS.h"
#include "Common/File/VFS/AssetReader.h"
#include "Common/CommonWindows.h"
#include "Common/Log.h"
#include "Common/File/FileUtil.h"
#include "Common/TimeUtil.h"
#include "Core/CoreParameter.h"
#include "Core/System.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/GPUState.h"
#if PPSSPP_API(ANY_GL)
#include "Windows/GPU/WindowsGLContext.h"
#endif
#include "Windows/GPU/D3D9Context.h"
#include "Windows/GPU/D3D11Context.h"
#include "Windows/GPU/WindowsVulkanContext.h"
const bool WINDOW_VISIBLE = false;
const int WINDOW_WIDTH = 480;
const int WINDOW_HEIGHT = 272;
HWND CreateHiddenWindow() {
static WNDCLASSEX wndClass = {
sizeof(WNDCLASSEX),
CS_HREDRAW | CS_VREDRAW | CS_OWNDC,
DefWindowProc,
0,
0,
NULL,
NULL,
LoadCursor(NULL, IDC_ARROW),
(HBRUSH) GetStockObject(BLACK_BRUSH),
NULL,
L"PPSSPPHeadless",
NULL,
};
RegisterClassEx(&wndClass);
DWORD style = WS_CLIPSIBLINGS | WS_CLIPCHILDREN | WS_POPUP;
return CreateWindowEx(0, L"PPSSPPHeadless", L"PPSSPPHeadless", style, CW_USEDEFAULT, CW_USEDEFAULT, WINDOW_WIDTH, WINDOW_HEIGHT, NULL, NULL, NULL, NULL);
}
void WindowsHeadlessHost::LoadNativeAssets()
{
VFSRegister("", new DirectoryAssetReader("assets/"));
VFSRegister("", new DirectoryAssetReader(""));
VFSRegister("", new DirectoryAssetReader("../"));
VFSRegister("", new DirectoryAssetReader("../Windows/assets/"));
VFSRegister("", new DirectoryAssetReader("../Windows/"));
}
void WindowsHeadlessHost::SendDebugOutput(const std::string &output)
{
fwrite(output.data(), sizeof(char), output.length(), stdout);
OutputDebugStringUTF8(output.c_str());
}
bool WindowsHeadlessHost::InitGraphics(std::string *error_message, GraphicsContext **ctx) {
hWnd = CreateHiddenWindow();
if (WINDOW_VISIBLE) {
ShowWindow(hWnd, TRUE);
SetFocus(hWnd);
}
WindowsGraphicsContext *graphicsContext = nullptr;
bool needRenderThread = false;
switch (gpuCore_) {
case GPUCORE_NULL:
case GPUCORE_GLES:
#if PPSSPP_API(ANY_GL)
case GPUCORE_SOFTWARE:
graphicsContext = new WindowsGLContext();
needRenderThread = true;
break;
#endif
case GPUCORE_DIRECTX9:
graphicsContext = new D3D9Context();
break;
case GPUCORE_DIRECTX11:
graphicsContext = new D3D11Context();
break;
case GPUCORE_VULKAN:
graphicsContext = new WindowsVulkanContext();
break;
}
if (graphicsContext->Init(NULL, hWnd, error_message)) {
*ctx = graphicsContext;
gfx_ = graphicsContext;
} else {
delete graphicsContext;
*ctx = nullptr;
gfx_ = nullptr;
return false;
}
if (needRenderThread) {
std::thread th([&]{
while (threadState_ == RenderThreadState::IDLE)
sleep_ms(1);
threadState_ = RenderThreadState::STARTING;
std::string err;
if (!gfx_->InitFromRenderThread(&err)) {
threadState_ = RenderThreadState::START_FAILED;
return;
}
gfx_->ThreadStart();
threadState_ = RenderThreadState::STARTED;
while (threadState_ != RenderThreadState::STOP_REQUESTED) {
if (!gfx_->ThreadFrame()) {
break;
}
gfx_->SwapBuffers();
}
threadState_ = RenderThreadState::STOPPING;
gfx_->ThreadEnd();
gfx_->ShutdownFromRenderThread();
threadState_ = RenderThreadState::STOPPED;
});
th.detach();
}
LoadNativeAssets();
if (needRenderThread) {
threadState_ = RenderThreadState::START_REQUESTED;
while (threadState_ == RenderThreadState::START_REQUESTED || threadState_ == RenderThreadState::STARTING)
sleep_ms(1);
return threadState_ == RenderThreadState::STARTED;
}
return true;
}
void WindowsHeadlessHost::ShutdownGraphics() {
gfx_->StopThread();
while (threadState_ != RenderThreadState::STOPPED && threadState_ != RenderThreadState::IDLE)
sleep_ms(1);
gfx_->Shutdown();
delete gfx_;
gfx_ = nullptr;
DestroyWindow(hWnd);
hWnd = NULL;
}
void WindowsHeadlessHost::SwapBuffers() {
if (gpuCore_ == GPUCORE_DIRECTX9) {
MSG msg;
PeekMessage(&msg, NULL, 0, 0, PM_REMOVE);
TranslateMessage(&msg);
DispatchMessage(&msg);
}
gfx_->SwapBuffers();
}