GPU: Base work for hardware renderer

This commit is contained in:
Connor McLaughlin 2019-09-12 12:53:04 +10:00
parent c0853de6a6
commit 4706a906d5
10 changed files with 627 additions and 131 deletions

View File

@ -4,14 +4,6 @@
#include "dma.h"
Log_SetChannel(GPU);
static constexpr s32 S11ToS32(u32 value)
{
if (value & (UINT16_C(1) << 10))
return static_cast<s32>(UINT32_C(0xFFFFF800) | value);
else
return value;
}
GPU::GPU() = default;
GPU::~GPU() = default;
@ -109,12 +101,20 @@ u32 GPU::ReadGPUREAD()
void GPU::WriteGP0(u32 value)
{
Assert(m_GP0_command_length < MAX_GP0_COMMAND_LENGTH);
m_GP0_command[m_GP0_command_length++] = value;
m_GP0_command.push_back(value);
Assert(m_GP0_command.size() <= 128);
const u8 command = Truncate8(m_GP0_command[0] >> 24);
const u32 param = m_GP0_command[0] & UINT32_C(0x00FFFFFF);
if (command >= 0x20 && command <= 0x7F)
{
// Draw polygon
if (!HandleRenderCommand())
return;
}
else
{
switch (command)
{
case 0x00: // NOP
@ -180,25 +180,13 @@ void GPU::WriteGP0(u32 value)
default:
{
if (command < 0x20)
{
}
else if (command < 0x40)
{
// Draw polygon
if (!HandleRenderPolygonCommand())
return;
break;
}
Log_ErrorPrintf("Unimplemented GP0 command 0x%02X", command);
}
break;
}
}
m_GP0_command.fill(UINT32_C(0));
m_GP0_command_length = 0;
m_GP0_command.clear();
}
void GPU::WriteGP1(u32 value)
@ -221,25 +209,84 @@ void GPU::WriteGP1(u32 value)
}
}
bool GPU::HandleRenderPolygonCommand()
bool GPU::HandleRenderCommand()
{
const u8 command = Truncate8(m_GP0_command[0] >> 24);
const bool semi_transparent = !!(command & 0x02);
const bool textured = !!(command & 0x04);
const bool four_points = !!(command & 0x08);
const bool shaded = !!(command & 0x10);
const RenderCommand rc{m_GP0_command[0]};
u8 words_per_vertex;
u32 num_vertices;
u32 total_words;
switch (rc.primitive)
{
case Primitive::Polygon:
{
// shaded vertices use the colour from the first word for the first vertex
const u8 words_per_vertex = 1 + BoolToUInt8(textured) + BoolToUInt8(shaded);
const u8 num_vertices = four_points ? 4 : 3;
const u8 total_words = words_per_vertex * num_vertices + BoolToUInt8(!shaded);
if (m_GP0_command_length < total_words)
words_per_vertex = 1 + BoolToUInt8(rc.texture_enable) + BoolToUInt8(rc.shading_enable);
num_vertices = rc.quad_polygon ? 4 : 3;
total_words = words_per_vertex * num_vertices + BoolToUInt8(!rc.shading_enable);
}
break;
case Primitive::Line:
{
words_per_vertex = 1 + BoolToUInt8(rc.shading_enable);
if (rc.polyline)
{
// polyline goes until we hit the termination code
num_vertices = 0;
bool found_terminator = false;
for (size_t pos = 0; pos < m_GP0_command.size(); pos += words_per_vertex)
{
if (m_GP0_command[pos] == 0x55555555)
{
found_terminator = true;
break;
}
num_vertices++;
}
if (!found_terminator)
return false;
}
else
{
num_vertices = 2;
}
Log_DebugPrintf("Render %s %s %s %s polygon (%u verts, %u words per vert)",
four_points ? "four-point" : "three-point", semi_transparent ? "semi-transparent" : "opaque",
textured ? "textured" : "non-textured", shaded ? "shaded" : "monochrome", ZeroExtend32(num_vertices),
ZeroExtend32(words_per_vertex));
total_words = words_per_vertex * num_vertices + BoolToUInt8(!rc.shading_enable);
}
break;
case Primitive::Rectangle:
{
words_per_vertex =
1 + BoolToUInt8(rc.texture_enable) + BoolToUInt8(rc.rectangle_size == DrawRectangleSize::Variable);
num_vertices = 1;
total_words = words_per_vertex;
}
break;
default:
UnreachableCode();
return true;
}
if (m_GP0_command.size() < total_words)
return false;
static constexpr std::array<const char*, 4> primitive_names = {{"", "polygon", "line", "rectangle"}};
Log_DebugPrintf("Render %s %s %s %s %s (%u verts, %u words per vert)", rc.quad_polygon ? "four-point" : "three-point",
rc.transparency_enable ? "semi-transparent" : "opaque",
rc.texture_enable ? "textured" : "non-textured", rc.shading_enable ? "shaded" : "monochrome",
primitive_names[static_cast<u8>(rc.primitive.GetValue())], ZeroExtend32(num_vertices),
ZeroExtend32(words_per_vertex));
DispatchRenderCommand(rc, num_vertices);
return true;
}
void GPU::DispatchRenderCommand(RenderCommand rc, u32 num_vertices) {}
void GPU::FlushRender() {}

View File

@ -10,10 +10,10 @@ class GPU
{
public:
GPU();
~GPU();
virtual ~GPU();
bool Initialize(Bus* bus, DMA* dma);
void Reset();
virtual bool Initialize(Bus* bus, DMA* dma);
virtual void Reset();
u32 ReadRegister(u32 offset);
void WriteRegister(u32 offset, u32 value);
@ -22,8 +22,21 @@ public:
u32 DMARead();
void DMAWrite(u32 value);
private:
static constexpr u32 MAX_GP0_COMMAND_LENGTH = 12;
// gpu_hw_opengl.cpp
static std::unique_ptr<GPU> CreateHardwareOpenGLRenderer();
protected:
static constexpr u32 VRAM_WIDTH = 1024;
static constexpr u32 VRAM_HEIGHT = 512;
static constexpr u32 VRAM_SIZE = VRAM_WIDTH * VRAM_HEIGHT * sizeof(u16);
static constexpr s32 S11ToS32(u32 value)
{
if (value & (UINT16_C(1) << 10))
return static_cast<s32>(UINT32_C(0xFFFFF800) | value);
else
return value;
}
enum class DMADirection : u32
{
@ -33,6 +46,48 @@ private:
GPUREADtoCPU = 3
};
enum class Primitive : u8
{
Reserved = 0,
Polygon = 1,
Line = 2,
Rectangle = 3
};
enum class DrawRectangleSize : u8
{
Variable = 0,
R1x1 = 1,
R8x8 = 2,
R16x16 = 3
};
union RenderCommand
{
u32 bits;
BitField<u32, u32, 0, 23> color_for_first_vertex;
BitField<u32, bool, 24, 1> texture_enable; // not valid for lines
BitField<u32, bool, 25, 1> transparency_enable;
BitField<u32, DrawRectangleSize, 27, 2> rectangle_size; // only for rectangles
BitField<u32, bool, 27, 1> quad_polygon; // only for polygons
BitField<u32, bool, 27, 1> polyline; // only for lines
BitField<u32, bool, 28, 1> shading_enable; // 0 - flat, 1 = gouroud
BitField<u32, Primitive, 29, 21> primitive;
};
// TODO: Use BitField to do sign extending instead
union VertexPosition
{
u32 bits;
BitField<u32, u32, 0, 11> x_s11;
BitField<u32, u32, 16, 11> y_s11;
u32 x() const { return S11ToS32(x_s11); }
u32 y() const { return S11ToS32(y_s11); }
};
void SoftReset();
void UpdateDMARequest();
u32 ReadGPUREAD();
@ -40,7 +95,11 @@ private:
void WriteGP1(u32 value);
// Rendering commands, returns false if not enough data is provided
bool HandleRenderPolygonCommand();
bool HandleRenderCommand();
// Rendering in the backend
virtual void DispatchRenderCommand(RenderCommand rc, u32 num_vertices);
virtual void FlushRender();
Bus* m_bus = nullptr;
DMA* m_dma = nullptr;
@ -97,6 +156,5 @@ private:
s32 y;
} m_drawing_offset = {};
std::array<u32, MAX_GP0_COMMAND_LENGTH> m_GP0_command = {};
u32 m_GP0_command_length = 0;
std::vector<u32> m_GP0_command;
};

108
src/pse/gpu_hw.cpp Normal file
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@ -0,0 +1,108 @@
#include "gpu_hw.h"
#include "YBaseLib/Assert.h"
#include <sstream>
GPU_HW::GPU_HW() = default;
GPU_HW::~GPU_HW() = default;
void GPU_HW::LoadVertices(RenderCommand rc, u32 num_vertices)
{
switch (rc.primitive)
{
case Primitive::Polygon:
{
const u32 first_colour = m_GP0_command[0] & UINT32_C(0x00FFFFFF);
const bool shaded = rc.shading_enable;
const bool textured = rc.texture_enable;
// if we're drawing quads, we need to create a degenerate triangle to restart the triangle strip
if (rc.quad_polygon && !m_vertex_staging.empty())
m_vertex_staging.push_back(m_vertex_staging.back());
u32 buffer_pos = 1;
for (u32 i = 0; i < num_vertices; i++)
{
HWVertex hw_vert;
hw_vert.color = (shaded && i > 0) ? (m_GP0_command[buffer_pos++] & UINT32_C(0x00FFFFFF)) : first_colour;
const VertexPosition vp{m_GP0_command[buffer_pos++]};
hw_vert.x = vp.x();
hw_vert.y = vp.y();
if (textured)
hw_vert.texcoord = (m_GP0_command[buffer_pos++] & UINT32_C(0x0000FFFF));
m_vertex_staging.push_back(hw_vert);
}
}
break;
default:
UnreachableCode();
break;
}
}
std::string GPU_HW::GenerateVertexShader(bool textured)
{
std::stringstream ss;
ss << "#version 330 core\n";
if (textured)
ss << "#define TEXTURED 1\n";
else
ss << "/* #define TEXTURED 0 */\n";
ss << R"(
in uivec2 a_position;
in uint a_texcoord;
in vec4 a_color;
out vec4 v_color;
#if TEXTURED
out vec2 v_texcoord;
#endif
void main()
{
// -1024..+1023 -> -1..1
float gl_x = (a_position.x < 0) ? (float(a_position.x) / 1024.0) : (float(a_position.x) / 1023.0);
float gl_y = (a_position.y < 0) ? -(float(a_position.y) / 1024.0) : -(float(a_position.y) / 1023.0);
gl_Position = vec4(gl_x, gl_y, 0.0, 1.0);
v_color = a_color;
#if TEXTURED
v_texcoord = a_texcoord;
#endif
}
)";
return ss.str();
}
std::string GPU_HW::GenerateFragmentShader(bool textured)
{
std::stringstream ss;
ss << "#version 330 core\n";
if (textured)
ss << "#define TEXTURED 1\n";
else
ss << "/* #define TEXTURED 0 */\n";
ss << R"(
in vec4 v_color;
#if TEXTURED
in vec2 v_texcoord;
#endif
out vec4 ocol0;
void main()
{
//ocol0 = v_color;
ocol0 = vec4(1.0, 0.5, 0.5, 1.0);
}
)";
return ss.str();
}

28
src/pse/gpu_hw.h Normal file
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@ -0,0 +1,28 @@
#pragma once
#include "gpu.h"
#include <string>
#include <vector>
class GPU_HW : public GPU
{
public:
GPU_HW();
virtual ~GPU_HW();
protected:
struct HWVertex
{
s32 x;
s32 y;
u32 color;
u32 texcoord;
};
void LoadVertices(RenderCommand rc, u32 num_vertices);
std::string GenerateVertexShader(bool textured);
std::string GenerateFragmentShader(bool textured);
std::vector<HWVertex> m_vertex_staging;
};

187
src/pse/gpu_hw_opengl.cpp Normal file
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@ -0,0 +1,187 @@
#include "gpu_hw_opengl.h"
#include "YBaseLib/Assert.h"
#include "YBaseLib/Log.h"
Log_SetChannel(GPU_HW_OpenGL);
GPU_HW_OpenGL::GPU_HW_OpenGL() : GPU_HW() {}
GPU_HW_OpenGL::~GPU_HW_OpenGL()
{
DestroyFramebuffer();
}
bool GPU_HW_OpenGL::Initialize(Bus* bus, DMA* dma)
{
if (!GPU_HW::Initialize(bus, dma))
return false;
CreateFramebuffer();
return true;
}
void GPU_HW_OpenGL::Reset()
{
GPU_HW::Reset();
ClearFramebuffer();
}
void GPU_HW_OpenGL::CreateFramebuffer()
{
glGenTextures(1, &m_framebuffer_texture_id);
glBindTexture(GL_TEXTURE_2D, m_framebuffer_texture_id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, VRAM_WIDTH, VRAM_HEIGHT, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 1);
glGenFramebuffers(1, &m_framebuffer_fbo_id);
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_framebuffer_texture_id, 0);
Assert(glCheckFramebufferStatus(GL_FRAMEBUFFER) == GL_FRAMEBUFFER_COMPLETE);
}
void GPU_HW_OpenGL::ClearFramebuffer()
{
// TODO: get rid of the FBO switches
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glClear(GL_COLOR_BUFFER_BIT);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
}
void GPU_HW_OpenGL::DestroyFramebuffer()
{
glDeleteFramebuffers(1, &m_framebuffer_fbo_id);
m_framebuffer_fbo_id = 0;
glDeleteTextures(1, &m_framebuffer_texture_id);
m_framebuffer_texture_id = 0;
}
void GPU_HW_OpenGL::DispatchRenderCommand(RenderCommand rc, u32 num_vertices)
{
LoadVertices(rc, num_vertices);
if (m_vertex_staging.empty())
return;
glBindFramebuffer(GL_FRAMEBUFFER, m_framebuffer_fbo_id);
if (rc.texture_enable)
m_texture_program.Bind();
else
m_color_program.Bind();
glBindBuffer(GL_ARRAY_BUFFER, m_vertex_buffer);
glBufferData(GL_ARRAY_BUFFER, static_cast<GLsizei>(sizeof(HWVertex) * m_vertex_staging.size()),
m_vertex_staging.data(), GL_STREAM_DRAW);
glDrawArrays(rc.quad_polygon ? GL_TRIANGLE_STRIP : GL_TRIANGLES, 0, static_cast<GLsizei>(m_vertex_staging.size()));
}
void GPU_HW_OpenGL::FlushRender()
{
if (m_vertex_staging.empty())
return;
m_vertex_staging.clear();
}
std::unique_ptr<GPU> GPU::CreateHardwareOpenGLRenderer()
{
return std::make_unique<GPU_HW_OpenGL>();
}
void GPU_HW_OpenGL::Program::Bind()
{
glUseProgram(program_id);
}
static GLuint CompileShader(GLenum type, const std::string& source)
{
GLuint id = glCreateShader(type);
std::array<const GLchar*, 1> sources = {{source.c_str()}};
std::array<GLint, 1> source_lengths = {{static_cast<GLint>(source.size())}};
glShaderSource(id, static_cast<GLsizei>(source.size()), sources.data(), source_lengths.data());
GLint status = GL_FALSE;
glGetShaderiv(id, GL_COMPILE_STATUS, &status);
GLint info_log_length = 0;
glGetShaderiv(id, GL_INFO_LOG_LENGTH, &info_log_length);
if (status == GL_FALSE || info_log_length > 0)
{
std::string info_log;
info_log.resize(info_log_length + 1);
glGetShaderInfoLog(id, info_log_length, &info_log_length, info_log.data());
if (status == GL_TRUE)
{
Log_ErrorPrintf("Shader compiled with warnings:\n%s", info_log.c_str());
}
else
{
Log_ErrorPrintf("Shader failed to compile:\n%s", info_log.c_str());
glDeleteShader(id);
return 0;
}
}
return id;
}
bool GPU_HW_OpenGL::Program::Compile(const std::string& vertex_shader, const std::string& fragment_shader)
{
GLuint vertex_shader_id = CompileShader(GL_VERTEX_SHADER, vertex_shader);
if (vertex_shader_id == 0)
return false;
GLuint fragment_shader_id = CompileShader(GL_FRAGMENT_SHADER, fragment_shader);
if (fragment_shader_id == 0)
{
glDeleteShader(vertex_shader_id);
return false;
}
program_id = glCreateProgram();
glAttachShader(program_id, vertex_shader_id);
glAttachShader(program_id, fragment_shader_id);
glBindAttribLocation(program_id, 0, "a_position");
glBindAttribLocation(program_id, 1, "a_texcoord");
glBindAttribLocation(program_id, 2, "a_color");
glBindFragDataLocation(program_id, 0, "ocol0");
glLinkProgram(program_id);
glDeleteShader(vertex_shader_id);
glDeleteShader(fragment_shader_id);
GLint status = GL_FALSE;
glGetProgramiv(program_id, GL_LINK_STATUS, &status);
GLint info_log_length = 0;
glGetProgramiv(program_id, GL_INFO_LOG_LENGTH, &info_log_length);
if (status == GL_FALSE || info_log_length > 0)
{
std::string info_log;
info_log.resize(info_log_length + 1);
glGetProgramInfoLog(program_id, info_log_length, &info_log_length, info_log.data());
if (status == GL_TRUE)
{
Log_ErrorPrintf("Program linked with warnings:\n%s", info_log.c_str());
}
else
{
Log_ErrorPrintf("Program failed to link:\n%s", info_log.c_str());
glDeleteProgram(program_id);
program_id = 0;
return false;
}
}
return true;
}

44
src/pse/gpu_hw_opengl.h Normal file
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@ -0,0 +1,44 @@
#pragma once
#include "gpu_hw.h"
#include "glad.h"
#include <array>
class GPU_HW_OpenGL : public GPU_HW
{
public:
GPU_HW_OpenGL();
~GPU_HW_OpenGL() override;
bool Initialize(Bus* bus, DMA* dma) override;
void Reset() override;
protected:
virtual void DispatchRenderCommand(RenderCommand rc, u32 num_vertices) override;
virtual void FlushRender() override;
private:
void CreateFramebuffer();
void ClearFramebuffer();
void DestroyFramebuffer();
void CreateVertexBuffer();
GLuint m_framebuffer_texture_id = 0;
GLuint m_framebuffer_fbo_id = 0;
GLuint m_vertex_buffer = 0;
GLuint m_vao_id = 0;
struct Program
{
GLuint program_id = 0;
bool IsValid() const { return program_id != 0; }
void Bind();
bool Compile(const std::string& vertex_shader, const std::string& fragment_shader);
};
Program m_texture_program;
Program m_color_program;
};

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@ -40,6 +40,8 @@
<ClCompile Include="cpu_disasm.cpp" />
<ClCompile Include="dma.cpp" />
<ClCompile Include="gpu.cpp" />
<ClCompile Include="gpu_hw.cpp" />
<ClCompile Include="gpu_hw_opengl.cpp" />
<ClCompile Include="system.cpp" />
</ItemGroup>
<ItemGroup>
@ -49,6 +51,8 @@
<ClInclude Include="cpu_types.h" />
<ClInclude Include="dma.h" />
<ClInclude Include="gpu.h" />
<ClInclude Include="gpu_hw.h" />
<ClInclude Include="gpu_hw_opengl.h" />
<ClInclude Include="save_state_version.h" />
<ClInclude Include="system.h" />
<ClInclude Include="types.h" />
@ -211,7 +215,7 @@
<PreprocessorDefinitions>ENABLE_VOODOO=1;_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\xbyak\xbyak;$(SolutionDir)dep\softfloat\include;$(SolutionDir)dep\xxhash\include;$(SolutionDir)dep\inih\cpp;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\glad\include;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<MinimalRebuild>false</MinimalRebuild>
<LanguageStandard>stdcpp17</LanguageStandard>
@ -232,7 +236,7 @@
<PreprocessorDefinitions>ENABLE_VOODOO=1;_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUG;_CONSOLE;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\xbyak\xbyak;$(SolutionDir)dep\softfloat\include;$(SolutionDir)dep\xxhash\include;$(SolutionDir)dep\inih\cpp;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\glad\include;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<MinimalRebuild>false</MinimalRebuild>
<LanguageStandard>stdcpp17</LanguageStandard>
@ -253,7 +257,7 @@
<PreprocessorDefinitions>ENABLE_VOODOO=1;_ITERATOR_DEBUG_LEVEL=1;_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUGFAST;_DEBUG;_CONSOLE;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\xbyak\xbyak;$(SolutionDir)dep\softfloat\include;$(SolutionDir)dep\xxhash\include;$(SolutionDir)dep\inih\cpp;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\glad\include;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<MinimalRebuild>false</MinimalRebuild>
@ -276,7 +280,7 @@
<PreprocessorDefinitions>ENABLE_VOODOO=1;_ITERATOR_DEBUG_LEVEL=1;_CRT_SECURE_NO_WARNINGS;WIN32;_DEBUGFAST;_DEBUG;_CONSOLE;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<SDLCheck>true</SDLCheck>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\xbyak\xbyak;$(SolutionDir)dep\softfloat\include;$(SolutionDir)dep\xxhash\include;$(SolutionDir)dep\inih\cpp;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\glad\include;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<BasicRuntimeChecks>Default</BasicRuntimeChecks>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<MinimalRebuild>false</MinimalRebuild>
@ -298,7 +302,7 @@
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>ENABLE_VOODOO=1;_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\xbyak\xbyak;$(SolutionDir)dep\softfloat\include;$(SolutionDir)dep\xxhash\include;$(SolutionDir)dep\inih\cpp;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\glad\include;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<WholeProgramOptimization>false</WholeProgramOptimization>
<LanguageStandard>stdcpp17</LanguageStandard>
@ -320,7 +324,7 @@
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>ENABLE_VOODOO=1;_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\xbyak\xbyak;$(SolutionDir)dep\softfloat\include;$(SolutionDir)dep\xxhash\include;$(SolutionDir)dep\inih\cpp;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\glad\include;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<WholeProgramOptimization>true</WholeProgramOptimization>
<LanguageStandard>stdcpp17</LanguageStandard>
@ -343,7 +347,7 @@
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>ENABLE_VOODOO=1;_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\xbyak\xbyak;$(SolutionDir)dep\softfloat\include;$(SolutionDir)dep\xxhash\include;$(SolutionDir)dep\inih\cpp;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\glad\include;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<WholeProgramOptimization>false</WholeProgramOptimization>
<LanguageStandard>stdcpp17</LanguageStandard>
@ -365,7 +369,7 @@
<Optimization>MaxSpeed</Optimization>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>ENABLE_VOODOO=1;_CRT_SECURE_NO_WARNINGS;WIN32;NDEBUG;_CONSOLE;_LIB;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\xbyak\xbyak;$(SolutionDir)dep\softfloat\include;$(SolutionDir)dep\xxhash\include;$(SolutionDir)dep\inih\cpp;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<AdditionalIncludeDirectories>$(SolutionDir)dep\msvc\include;$(SolutionDir)dep\YBaseLib\Include;$(SolutionDir)dep\glad\include;$(SolutionDir)src;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<MultiProcessorCompilation>true</MultiProcessorCompilation>
<WholeProgramOptimization>true</WholeProgramOptimization>
<LanguageStandard>stdcpp17</LanguageStandard>

View File

@ -7,6 +7,8 @@
<ClCompile Include="bus.cpp" />
<ClCompile Include="dma.cpp" />
<ClCompile Include="gpu.cpp" />
<ClCompile Include="gpu_hw_opengl.cpp" />
<ClCompile Include="gpu_hw.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="types.h" />
@ -18,6 +20,8 @@
<ClInclude Include="bus.h" />
<ClInclude Include="dma.h" />
<ClInclude Include="gpu.h" />
<ClInclude Include="gpu_hw_opengl.h" />
<ClInclude Include="gpu_hw.h" />
</ItemGroup>
<ItemGroup>
<None Include="cpu_core.inl" />

View File

@ -1,21 +1,32 @@
#include "system.h"
#include "bus.h"
#include "cpu_core.h"
#include "dma.h"
#include "gpu.h"
System::System() = default;
System::System()
{
m_cpu = std::make_unique<CPU::Core>();
m_bus = std::make_unique<Bus>();
m_dma = std::make_unique<DMA>();
m_gpu = std::make_unique<GPU>();
// m_gpu = GPU::CreateHardwareOpenGLRenderer();
}
System::~System() = default;
bool System::Initialize()
{
if (!m_cpu.Initialize(&m_bus))
if (!m_cpu->Initialize(m_bus.get()))
return false;
if (!m_bus.Initialize(this, &m_dma, &m_gpu))
if (!m_bus->Initialize(this, m_dma.get(), m_gpu.get()))
return false;
if (!m_dma.Initialize(&m_bus, &m_gpu))
if (!m_dma->Initialize(m_bus.get(), m_gpu.get()))
return false;
if (!m_gpu.Initialize(&m_bus, &m_dma))
if (!m_gpu->Initialize(m_bus.get(), m_dma.get()))
return false;
return true;
@ -23,13 +34,13 @@ bool System::Initialize()
void System::Reset()
{
m_cpu.Reset();
m_bus.Reset();
m_dma.Reset();
m_gpu.Reset();
m_cpu->Reset();
m_bus->Reset();
m_dma->Reset();
m_gpu->Reset();
}
void System::RunFrame()
{
m_cpu.Execute();
m_cpu->Execute();
}

View File

@ -1,10 +1,15 @@
#pragma once
#include "bus.h"
#include "dma.h"
#include "gpu.h"
#include "cpu_core.h"
#include "types.h"
namespace CPU
{
class Core;
}
class Bus;
class DMA;
class GPU;
class System
{
public:
@ -17,8 +22,8 @@ public:
void RunFrame();
private:
CPU::Core m_cpu;
Bus m_bus;
DMA m_dma;
GPU m_gpu;
std::unique_ptr<CPU::Core> m_cpu;
std::unique_ptr<Bus> m_bus;
std::unique_ptr<DMA> m_dma;
std::unique_ptr<GPU> m_gpu;
};