Add a null graphics system (enable with --gpu=null)

Still uses vulkan to drive xenia UI, may look into decoupling later.
This commit is contained in:
Dr. Chat 2016-08-04 09:50:13 -05:00
parent 92859f5a28
commit 40f782a83b
7 changed files with 219 additions and 1 deletions

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@ -183,6 +183,7 @@ solution("xenia")
include("src/xenia/cpu/backend/x64")
include("src/xenia/debug/ui")
include("src/xenia/gpu")
include("src/xenia/gpu/null")
include("src/xenia/gpu/gl4")
include("src/xenia/gpu/vulkan")
include("src/xenia/hid")

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@ -27,6 +27,7 @@
// Available graphics systems:
#include "xenia/gpu/gl4/gl4_graphics_system.h"
#include "xenia/gpu/null/null_graphics_system.h"
#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
// Available input drivers:
@ -37,7 +38,7 @@
#endif // XE_PLATFORM_WIN32
DEFINE_string(apu, "any", "Audio system. Use: [any, nop, xaudio2]");
DEFINE_string(gpu, "any", "Graphics system. Use: [any, gl4, vulkan]");
DEFINE_string(gpu, "any", "Graphics system. Use: [any, gl4, vulkan, null]");
DEFINE_string(hid, "any", "Input system. Use: [any, nop, winkey, xinput]");
DEFINE_string(target, "", "Specifies the target .xex or .iso to execute.");
@ -75,6 +76,9 @@ std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
} else if (FLAGS_gpu.compare("vulkan") == 0) {
return std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::vulkan::VulkanGraphicsSystem());
} else if (FLAGS_gpu.compare("null") == 0) {
return std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::null::NullGraphicsSystem());
} else {
// Create best available.
std::unique_ptr<gpu::GraphicsSystem> best;

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@ -0,0 +1,50 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2016 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/null/null_command_processor.h"
namespace xe {
namespace gpu {
namespace null {
NullCommandProcessor::NullCommandProcessor(NullGraphicsSystem* graphics_system,
kernel::KernelState* kernel_state)
: CommandProcessor(graphics_system, kernel_state) {}
NullCommandProcessor::~NullCommandProcessor() = default;
bool NullCommandProcessor::SetupContext() {
return CommandProcessor::SetupContext();
}
void NullCommandProcessor::ShutdownContext() {
return CommandProcessor::ShutdownContext();
}
void NullCommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
uint32_t frontbuffer_width,
uint32_t frontbuffer_height) {}
Shader* NullCommandProcessor::LoadShader(ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
return nullptr;
}
bool NullCommandProcessor::IssueDraw(PrimitiveType prim_type,
uint32_t index_count,
IndexBufferInfo* index_buffer_info) {
return true;
}
bool NullCommandProcessor::IssueCopy() { return true; }
} // namespace null
} // namespace gpu
} // namespace xe

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@ -0,0 +1,48 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2016 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_NULL_NULL_COMMAND_PROCESSOR_H_
#define XENIA_GPU_NULL_NULL_COMMAND_PROCESSOR_H_
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/null/null_graphics_system.h"
#include "xenia/gpu/xenos.h"
#include "xenia/kernel/kernel_state.h"
namespace xe {
namespace gpu {
namespace null {
class NullCommandProcessor : public CommandProcessor {
public:
NullCommandProcessor(NullGraphicsSystem* graphics_system,
kernel::KernelState* kernel_state);
~NullCommandProcessor();
private:
bool SetupContext() override;
void ShutdownContext() override;
void PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width,
uint32_t frontbuffer_height) override;
Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) override;
bool IssueDraw(PrimitiveType prim_type, uint32_t index_count,
IndexBufferInfo* index_buffer_info) override;
bool IssueCopy() override;
};
} // namespace null
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_NULL_NULL_COMMAND_PROCESSOR_H_

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@ -0,0 +1,53 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2016 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/null/null_graphics_system.h"
#include "xenia/gpu/null//null_command_processor.h"
#include "xenia/ui/vulkan/vulkan_provider.h"
#include "xenia/xbox.h"
namespace xe {
namespace gpu {
namespace null {
NullGraphicsSystem::NullGraphicsSystem() {}
NullGraphicsSystem::~NullGraphicsSystem() {}
X_STATUS NullGraphicsSystem::Setup(cpu::Processor* processor,
kernel::KernelState* kernel_state,
ui::Window* target_window) {
// This is a null graphics system, but we still setup vulkan because UI needs
// it through us :|
provider_ = xe::ui::vulkan::VulkanProvider::Create(target_window);
return GraphicsSystem::Setup(processor, kernel_state, target_window);
}
void NullGraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
std::unique_ptr<CommandProcessor> NullGraphicsSystem::CreateCommandProcessor() {
return std::unique_ptr<CommandProcessor>(
new NullCommandProcessor(this, kernel_state_));
}
void NullGraphicsSystem::Swap(xe::ui::UIEvent* e) {
if (!command_processor_) {
return;
}
auto& swap_state = command_processor_->swap_state();
std::lock_guard<std::mutex> lock(swap_state.mutex);
swap_state.pending = false;
}
} // namespace null
} // namespace gpu
} // namespace xe

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@ -0,0 +1,41 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2016 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_NULL_NULL_GRAPHICS_SYSTEM_H_
#define XENIA_GPU_NULL_NULL_GRAPHICS_SYSTEM_H_
#include <memory>
#include "xenia/gpu/graphics_system.h"
#include "xenia/gpu/command_processor.h"
namespace xe {
namespace gpu {
namespace null {
class NullGraphicsSystem : public GraphicsSystem {
public:
NullGraphicsSystem();
~NullGraphicsSystem() override;
X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
ui::Window* target_window) override;
void Shutdown() override;
private:
std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
void Swap(xe::ui::UIEvent* e) override;
};
} // namespace null
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_NULL_NULL_GRAPHICS_SYSTEM_H_

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@ -0,0 +1,21 @@
project_root = "../../../.."
include(project_root.."/tools/build")
group("src")
project("xenia-gpu-null")
uuid("42FCA0B3-4C20-4532-95E9-07D297013BE4")
kind("StaticLib")
language("C++")
links({
"xenia-base",
"xenia-gpu",
"xenia-ui",
"xenia-ui-vulkan",
"xxhash",
})
defines({
})
includedirs({
project_root.."/third_party/gflags/src",
})
local_platform_files()