Moving graphics context creation around to hide actual creation.

Makes it easier to support APIs that don't have a concept of sharing.
This commit is contained in:
Ben Vanik 2015-11-10 17:38:57 -08:00
parent d8fa54ffc4
commit 6c95ca1cdb
16 changed files with 234 additions and 97 deletions

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@ -31,7 +31,7 @@
#include "xenia/gpu/graphics_system.h" #include "xenia/gpu/graphics_system.h"
#include "xenia/kernel/xmodule.h" #include "xenia/kernel/xmodule.h"
#include "xenia/kernel/xthread.h" #include "xenia/kernel/xthread.h"
#include "xenia/ui/gl/gl_context.h" #include "xenia/ui/graphics_provider.h"
#include "xenia/ui/imgui_drawer.h" #include "xenia/ui/imgui_drawer.h"
DEFINE_bool(imgui_debug, false, "Show ImGui debugging tools."); DEFINE_bool(imgui_debug, false, "Show ImGui debugging tools.");
@ -108,16 +108,9 @@ bool DebugWindow::Initialize() {
window_->Resize(1500, 1000); window_->Resize(1500, 1000);
// If there exists a display window we need to share resources with it. // Create the graphics context used for drawing.
xe::ui::gl::GLContext* parent_context = nullptr; auto provider = emulator_->display_window()->context()->provider();
if (emulator_->display_window()) { window_->set_context(provider->CreateContext(window_.get()));
parent_context = reinterpret_cast<xe::ui::gl::GLContext*>(
emulator_->display_window()->context());
}
// Create the GL context used for drawing.
auto context = xe::ui::gl::GLContext::Create(window_.get(), parent_context);
window_->set_context(std::move(context));
// Setup ImGui. // Setup ImGui.
imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window_.get()); imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window_.get());
@ -133,8 +126,6 @@ bool DebugWindow::Initialize() {
void DebugWindow::DrawFrame() { void DebugWindow::DrawFrame() {
xe::ui::GraphicsContextLock lock(window_->context()); xe::ui::GraphicsContextLock lock(window_->context());
glClearColor(0.0, 0.0, 0.0, 1.0);
glClear(GL_COLOR_BUFFER_BIT);
auto& io = ImGui::GetIO(); auto& io = ImGui::GetIO();
auto current_tick_count = Clock::QueryHostTickCount(); auto current_tick_count = Clock::QueryHostTickCount();
@ -310,7 +301,8 @@ void DebugWindow::DrawToolbar() {
if (thread_info == state_.thread_info) { if (thread_info == state_.thread_info) {
current_thread_index = i; current_thread_index = i;
} }
thread_combo.Append(thread_info->thread->name()); thread_combo.Append(thread_info->thread ? thread_info->thread->name()
: "(zombie)");
thread_combo.Append(static_cast<char>(0)); thread_combo.Append(static_cast<char>(0));
++i; ++i;
} }
@ -1021,6 +1013,7 @@ void DebugWindow::DrawThreadsPane() {
auto thread_info = cache_.thread_execution_infos[i]; auto thread_info = cache_.thread_execution_infos[i];
auto thread = thread_info->thread; auto thread = thread_info->thread;
bool is_current_thread = thread == state_.thread; bool is_current_thread = thread == state_.thread;
assert_not_null(thread); // TODO(benvanik): zombie thread states.
if (is_current_thread && state_.has_changed_thread) { if (is_current_thread && state_.has_changed_thread) {
ImGui::SetScrollHere(); ImGui::SetScrollHere();
state_.has_changed_thread = false; state_.has_changed_thread = false;

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@ -131,10 +131,6 @@ X_STATUS Emulator::Setup(
if (!graphics_system_) { if (!graphics_system_) {
return X_STATUS_NOT_IMPLEMENTED; return X_STATUS_NOT_IMPLEMENTED;
} }
display_window_->loop()->PostSynchronous([this]() {
display_window_->set_context(
graphics_system_->CreateContext(display_window_));
});
// Initialize the HID. // Initialize the HID.
input_system_ = std::make_unique<xe::hid::InputSystem>(display_window_); input_system_ = std::make_unique<xe::hid::InputSystem>(display_window_);

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@ -18,27 +18,23 @@
#include "xenia/gpu/gl4/gl4_command_processor.h" #include "xenia/gpu/gl4/gl4_command_processor.h"
#include "xenia/gpu/gl4/gl4_gpu_flags.h" #include "xenia/gpu/gl4/gl4_gpu_flags.h"
#include "xenia/gpu/gpu_flags.h" #include "xenia/gpu/gpu_flags.h"
#include "xenia/ui/gl/gl_provider.h"
#include "xenia/ui/window.h" #include "xenia/ui/window.h"
namespace xe { namespace xe {
namespace gpu { namespace gpu {
namespace gl4 { namespace gl4 {
std::unique_ptr<ui::GraphicsContext> GL4GraphicsSystem::CreateContext( GL4GraphicsSystem::GL4GraphicsSystem() = default;
ui::Window* target_window) {
// Setup the GL control that actually does the drawing.
// We run here in the loop and only touch it (and its context) on this
// thread. That means some sync-fu when we want to swap.
return xe::ui::gl::GLContext::Create(target_window);
}
GL4GraphicsSystem::GL4GraphicsSystem() : GraphicsSystem() {}
GL4GraphicsSystem::~GL4GraphicsSystem() = default; GL4GraphicsSystem::~GL4GraphicsSystem() = default;
X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor, X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
kernel::KernelState* kernel_state, kernel::KernelState* kernel_state,
ui::Window* target_window) { ui::Window* target_window) {
// Must create the provider so we can create contexts.
provider_ = xe::ui::gl::GLProvider::Create(target_window);
auto result = GraphicsSystem::Setup(processor, kernel_state, target_window); auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
if (result) { if (result) {
return result; return result;

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@ -24,9 +24,6 @@ class GL4GraphicsSystem : public GraphicsSystem {
GL4GraphicsSystem(); GL4GraphicsSystem();
~GL4GraphicsSystem() override; ~GL4GraphicsSystem() override;
std::unique_ptr<ui::GraphicsContext> CreateContext(
ui::Window* target_window) override;
X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state, X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
ui::Window* target_window) override; ui::Window* target_window) override;
void Shutdown() override; void Shutdown() override;

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@ -16,6 +16,7 @@
#include "xenia/base/threading.h" #include "xenia/base/threading.h"
#include "xenia/gpu/command_processor.h" #include "xenia/gpu/command_processor.h"
#include "xenia/gpu/gpu_flags.h" #include "xenia/gpu/gpu_flags.h"
#include "xenia/ui/graphics_provider.h"
#include "xenia/ui/loop.h" #include "xenia/ui/loop.h"
namespace xe { namespace xe {
@ -33,14 +34,18 @@ X_STATUS GraphicsSystem::Setup(cpu::Processor* processor,
kernel_state_ = kernel_state; kernel_state_ = kernel_state;
target_window_ = target_window; target_window_ = target_window;
// Initialize rendering context. // Initialize display and rendering context.
// This must happen on the UI thread. // This must happen on the UI thread.
std::unique_ptr<xe::ui::GraphicsContext> processor_context; std::unique_ptr<xe::ui::GraphicsContext> processor_context;
target_window_->loop()->PostSynchronous([&]() { target_window_->loop()->PostSynchronous([&]() {
// Create the context used for presentation.
assert_null(target_window->context());
target_window_->set_context(provider_->CreateContext(target_window_));
// Setup the GL context the command processor will do all its drawing in. // Setup the GL context the command processor will do all its drawing in.
// It's shared with the display context so that we can resolve framebuffers // It's shared with the display context so that we can resolve framebuffers
// from it. // from it.
processor_context = target_window->context()->CreateShared(); processor_context = provider()->CreateOffscreenContext();
processor_context->ClearCurrent(); processor_context->ClearCurrent();
}); });
if (!processor_context) { if (!processor_context) {

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@ -34,12 +34,10 @@ class GraphicsSystem {
public: public:
virtual ~GraphicsSystem(); virtual ~GraphicsSystem();
virtual std::unique_ptr<ui::GraphicsContext> CreateContext(
ui::Window* target_window) = 0;
Memory* memory() const { return memory_; } Memory* memory() const { return memory_; }
cpu::Processor* processor() const { return processor_; } cpu::Processor* processor() const { return processor_; }
kernel::KernelState* kernel_state() const { return kernel_state_; } kernel::KernelState* kernel_state() const { return kernel_state_; }
ui::GraphicsProvider* provider() const { return provider_.get(); }
virtual X_STATUS Setup(cpu::Processor* processor, virtual X_STATUS Setup(cpu::Processor* processor,
kernel::KernelState* kernel_state, kernel::KernelState* kernel_state,
@ -82,6 +80,7 @@ class GraphicsSystem {
cpu::Processor* processor_ = nullptr; cpu::Processor* processor_ = nullptr;
kernel::KernelState* kernel_state_ = nullptr; kernel::KernelState* kernel_state_ = nullptr;
ui::Window* target_window_ = nullptr; ui::Window* target_window_ = nullptr;
std::unique_ptr<ui::GraphicsProvider> provider_;
uint32_t interrupt_callback_ = 0; uint32_t interrupt_callback_ = 0;
uint32_t interrupt_callback_data_ = 0; uint32_t interrupt_callback_data_ = 0;

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@ -18,7 +18,7 @@
#include "xenia/base/platform_win.h" #include "xenia/base/platform_win.h"
#include "xenia/base/threading.h" #include "xenia/base/threading.h"
#include "xenia/hid/input_system.h" #include "xenia/hid/input_system.h"
#include "xenia/ui/gl/gl_context.h" #include "xenia/ui/gl/gl_provider.h"
#include "xenia/ui/imgui_drawer.h" #include "xenia/ui/imgui_drawer.h"
#include "xenia/ui/window.h" #include "xenia/ui/window.h"
@ -67,9 +67,9 @@ std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
return drivers; return drivers;
} }
std::unique_ptr<xe::ui::GraphicsContext> CreateDemoContext( std::unique_ptr<xe::ui::GraphicsProvider> CreateDemoGraphicsProvider(
xe::ui::Window* window) { xe::ui::Window* window) {
return xe::ui::gl::GLContext::Create(window); return xe::ui::gl::GLProvider::Create(window);
} }
void DrawInputStatus(); void DrawInputStatus();
@ -97,12 +97,13 @@ int hid_demo_main(const std::vector<std::wstring>& args) {
window->Resize(600, 500); window->Resize(600, 500);
// Create the graphics context used for drawing and setup the window. // Create the graphics context used for drawing and setup the window.
loop->PostSynchronous([&window]() { std::unique_ptr<xe::ui::GraphicsProvider> graphics_provider;
loop->PostSynchronous([&window, &graphics_provider]() {
// Create context and give it to the window. // Create context and give it to the window.
// The window will finish initialization wtih the context (loading // The window will finish initialization wtih the context (loading
// resources, etc). // resources, etc).
auto context = CreateDemoContext(window.get()); graphics_provider = CreateDemoGraphicsProvider(window.get());
window->set_context(std::move(context)); window->set_context(graphics_provider->CreateContext(window.get()));
// Initialize the ImGui renderer we'll use. // Initialize the ImGui renderer we'll use.
imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window.get()); imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window.get());
@ -157,6 +158,7 @@ int hid_demo_main(const std::vector<std::wstring>& args) {
imgui_drawer_.reset(); imgui_drawer_.reset();
input_system_.reset(); input_system_.reset();
loop->PostSynchronous([&graphics_provider]() { graphics_provider.reset(); });
window.reset(); window.reset();
loop.reset(); loop.reset();
return 0; return 0;

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@ -58,24 +58,20 @@ void FatalGLError(std::string error) {
"of supported GPUs."); "of supported GPUs.");
} }
std::unique_ptr<GLContext> GLContext::Create(Window* target_window, std::unique_ptr<GLContext> GLContext::Create(GraphicsProvider* provider,
Window* target_window,
GLContext* share_context) { GLContext* share_context) {
auto context = std::unique_ptr<GLContext>(new GLContext(target_window)); auto context =
if (!context->Initialize(target_window, share_context)) { std::unique_ptr<GLContext>(new GLContext(provider, target_window));
if (!context->Initialize(share_context)) {
return nullptr; return nullptr;
} }
context->AssertExtensionsPresent(); context->AssertExtensionsPresent();
return context; return context;
} }
GLContext::GLContext(Window* target_window) : GraphicsContext(target_window) { GLContext::GLContext(GraphicsProvider* provider, Window* target_window)
glew_context_.reset(new GLEWContext()); : GraphicsContext(provider, target_window) {
wglew_context_.reset(new WGLEWContext());
}
GLContext::GLContext(Window* target_window, HGLRC glrc)
: GraphicsContext(target_window), glrc_(glrc) {
dc_ = GetDC(HWND(target_window_->native_handle()));
glew_context_.reset(new GLEWContext()); glew_context_.reset(new GLEWContext());
wglew_context_.reset(new WGLEWContext()); wglew_context_.reset(new WGLEWContext());
} }
@ -93,8 +89,7 @@ GLContext::~GLContext() {
} }
} }
bool GLContext::Initialize(Window* target_window, GLContext* share_context) { bool GLContext::Initialize(GLContext* share_context) {
target_window_ = target_window;
dc_ = GetDC(HWND(target_window_->native_handle())); dc_ = GetDC(HWND(target_window_->native_handle()));
PIXELFORMATDESCRIPTOR pfd = {0}; PIXELFORMATDESCRIPTOR pfd = {0};
@ -193,12 +188,13 @@ bool GLContext::Initialize(Window* target_window, GLContext* share_context) {
return true; return true;
} }
std::unique_ptr<GraphicsContext> GLContext::CreateShared() { std::unique_ptr<GLContext> GLContext::CreateOffscreen(
assert_not_null(glrc_); GraphicsProvider* provider, GLContext* parent_context) {
assert_not_null(parent_context->glrc_);
HGLRC new_glrc = nullptr; HGLRC new_glrc = nullptr;
{ {
GraphicsContextLock context_lock(this); GraphicsContextLock context_lock(parent_context);
int context_flags = 0; int context_flags = 0;
if (FLAGS_gl_debug) { if (FLAGS_gl_debug) {
@ -214,15 +210,19 @@ std::unique_ptr<GraphicsContext> GLContext::CreateShared() {
WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_PROFILE_MASK_ARB,
WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
0}; 0};
new_glrc = wglCreateContextAttribsARB(dc_, glrc_, attrib_list); new_glrc = wglCreateContextAttribsARB(parent_context->dc_,
parent_context->glrc_, attrib_list);
if (!new_glrc) { if (!new_glrc) {
FatalGLError("Could not create shared context."); FatalGLError("Could not create shared context.");
return nullptr; return nullptr;
} }
} }
auto new_context = auto new_context = std::unique_ptr<GLContext>(
std::unique_ptr<GLContext>(new GLContext(target_window_, new_glrc)); new GLContext(provider, parent_context->target_window_));
new_context->glrc_ = new_glrc;
new_context->dc_ =
GetDC(HWND(parent_context->target_window_->native_handle()));
if (!new_context->MakeCurrent()) { if (!new_context->MakeCurrent()) {
FatalGLError("Could not make new GL context current."); FatalGLError("Could not make new GL context current.");
return nullptr; return nullptr;
@ -244,18 +244,16 @@ std::unique_ptr<GraphicsContext> GLContext::CreateShared() {
return nullptr; return nullptr;
} }
SetupDebugging(); new_context->SetupDebugging();
if (!new_context->blitter_.Initialize()) { if (!new_context->blitter_.Initialize()) {
FatalGLError("Unable to initialize blitter on shared context."); FatalGLError("Unable to initialize blitter on shared context.");
return nullptr; return nullptr;
} }
new_context->immediate_drawer_ = std::make_unique<GLImmediateDrawer>(this);
new_context->ClearCurrent(); new_context->ClearCurrent();
return std::unique_ptr<GraphicsContext>(new_context.release()); return new_context;
} }
void GLContext::AssertExtensionsPresent() { void GLContext::AssertExtensionsPresent() {

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@ -29,18 +29,14 @@ namespace ui {
namespace gl { namespace gl {
class GLImmediateDrawer; class GLImmediateDrawer;
class GLProvider;
class GLContext : public GraphicsContext { class GLContext : public GraphicsContext {
public: public:
static std::unique_ptr<GLContext> Create(Window* target_window,
GLContext* share_context = nullptr);
~GLContext() override; ~GLContext() override;
HDC dc() const { return dc_; } HDC dc() const { return dc_; }
std::unique_ptr<GraphicsContext> CreateShared() override;
ImmediateDrawer* immediate_drawer() override; ImmediateDrawer* immediate_drawer() override;
bool is_current() override; bool is_current() override;
@ -53,10 +49,18 @@ class GLContext : public GraphicsContext {
Blitter* blitter() { return &blitter_; } Blitter* blitter() { return &blitter_; }
private: private:
explicit GLContext(Window* target_window); friend class GLProvider;
GLContext(Window* target_window, HGLRC glrc);
bool Initialize(Window* target_window, GLContext* share_context); static std::unique_ptr<GLContext> Create(GraphicsProvider* provider,
Window* target_window,
GLContext* share_context = nullptr);
static std::unique_ptr<GLContext> CreateOffscreen(GraphicsProvider* provider,
GLContext* parent_context);
private:
GLContext(GraphicsProvider* provider, Window* target_window);
bool Initialize(GLContext* share_context);
void AssertExtensionsPresent(); void AssertExtensionsPresent();
void SetupDebugging(); void SetupDebugging();

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@ -0,0 +1,49 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/ui/gl/gl_provider.h"
#include "xenia/ui/gl/gl_context.h"
#include "xenia/ui/window.h"
namespace xe {
namespace ui {
namespace gl {
std::unique_ptr<GraphicsProvider> GLProvider::Create(Window* main_window) {
std::unique_ptr<GLProvider> provider(new GLProvider(main_window));
//
return std::unique_ptr<GraphicsProvider>(provider.release());
}
GLProvider::GLProvider(Window* main_window) : GraphicsProvider(main_window) {}
GLProvider::~GLProvider() = default;
std::unique_ptr<GraphicsContext> GLProvider::CreateContext(
Window* target_window) {
auto share_context = main_window_->context();
return std::unique_ptr<GraphicsContext>(
GLContext::Create(this, target_window,
static_cast<GLContext*>(share_context))
.release());
}
std::unique_ptr<GraphicsContext> GLProvider::CreateOffscreenContext() {
auto share_context = main_window_->context();
return std::unique_ptr<GraphicsContext>(
GLContext::CreateOffscreen(this, static_cast<GLContext*>(share_context))
.release());
}
} // namespace gl
} // namespace ui
} // namespace xe

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@ -0,0 +1,40 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GL_GL_PROVIDER_H_
#define XENIA_UI_GL_GL_PROVIDER_H_
#include <memory>
#include "xenia/ui/graphics_provider.h"
namespace xe {
namespace ui {
namespace gl {
class GLProvider : public GraphicsProvider {
public:
~GLProvider() override;
static std::unique_ptr<GraphicsProvider> Create(Window* main_window);
std::unique_ptr<GraphicsContext> CreateContext(
Window* target_window) override;
std::unique_ptr<GraphicsContext> CreateOffscreenContext() override;
protected:
explicit GLProvider(Window* main_window);
};
} // namespace gl
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GL_GL_PROVIDER_H_

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@ -11,7 +11,7 @@
#include <vector> #include <vector>
#include "xenia/base/main.h" #include "xenia/base/main.h"
#include "xenia/ui/gl/gl_context.h" #include "xenia/ui/gl/gl_provider.h"
#include "xenia/ui/window.h" #include "xenia/ui/window.h"
namespace xe { namespace xe {
@ -19,8 +19,8 @@ namespace ui {
int window_demo_main(const std::vector<std::wstring>& args); int window_demo_main(const std::vector<std::wstring>& args);
std::unique_ptr<GraphicsContext> CreateDemoContext(Window* window) { std::unique_ptr<GraphicsProvider> CreateDemoGraphicsProvider(Window* window) {
return xe::ui::gl::GLContext::Create(window); return xe::ui::gl::GLProvider::Create(window);
} }
} // namespace ui } // namespace ui

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@ -9,11 +9,14 @@
#include "xenia/ui/graphics_context.h" #include "xenia/ui/graphics_context.h"
#include "xenia/ui/graphics_provider.h"
namespace xe { namespace xe {
namespace ui { namespace ui {
GraphicsContext::GraphicsContext(Window* target_window) GraphicsContext::GraphicsContext(GraphicsProvider* provider,
: target_window_(target_window) {} Window* target_window)
: provider_(provider), target_window_(target_window) {}
GraphicsContext::~GraphicsContext() = default; GraphicsContext::~GraphicsContext() = default;

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@ -15,6 +15,7 @@
namespace xe { namespace xe {
namespace ui { namespace ui {
class GraphicsProvider;
class ImmediateDrawer; class ImmediateDrawer;
class Window; class Window;
@ -22,9 +23,9 @@ class GraphicsContext {
public: public:
virtual ~GraphicsContext(); virtual ~GraphicsContext();
GraphicsProvider* provider() const { return provider_; }
Window* target_window() const { return target_window_; } Window* target_window() const { return target_window_; }
bool is_offscreen() { return immediate_drawer() == nullptr; }
virtual std::unique_ptr<GraphicsContext> CreateShared() = 0;
virtual ImmediateDrawer* immediate_drawer() = 0; virtual ImmediateDrawer* immediate_drawer() = 0;
@ -36,8 +37,9 @@ class GraphicsContext {
virtual void EndSwap() = 0; virtual void EndSwap() = 0;
protected: protected:
explicit GraphicsContext(Window* target_window); explicit GraphicsContext(GraphicsProvider* provider, Window* target_window);
GraphicsProvider* provider_ = nullptr;
Window* target_window_ = nullptr; Window* target_window_ = nullptr;
}; };

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@ -0,0 +1,48 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2015 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_GRAPHICS_PROVIDER_H_
#define XENIA_UI_GRAPHICS_PROVIDER_H_
#include <memory>
namespace xe {
namespace ui {
class GraphicsContext;
class Window;
// Factory for graphics contexts.
// All contexts created by the same provider will be able to share resources
// according to the rules of the backing graphics API.
class GraphicsProvider {
public:
virtual ~GraphicsProvider() = default;
// The 'main' window of an application, used to query provider information.
Window* main_window() const { return main_window_; }
// Creates a new graphics context and swapchain for presenting to a window.
virtual std::unique_ptr<GraphicsContext> CreateContext(
Window* target_window) = 0;
// Creates a new offscreen graphics context without a swapchain or immediate
// drawer.
virtual std::unique_ptr<GraphicsContext> CreateOffscreenContext() = 0;
protected:
explicit GraphicsProvider(Window* main_window) : main_window_(main_window) {}
Window* main_window_ = nullptr;
};
} // namespace ui
} // namespace xe
#endif // XENIA_UI_GRAPHICS_PROVIDER_H_

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@ -19,6 +19,7 @@
#include "xenia/base/platform_win.h" #include "xenia/base/platform_win.h"
#include "xenia/base/profiling.h" #include "xenia/base/profiling.h"
#include "xenia/base/threading.h" #include "xenia/base/threading.h"
#include "xenia/ui/graphics_provider.h"
#include "xenia/ui/imgui_drawer.h" #include "xenia/ui/imgui_drawer.h"
#include "xenia/ui/window.h" #include "xenia/ui/window.h"
@ -26,9 +27,7 @@ namespace xe {
namespace ui { namespace ui {
// Implemented in one of the window_*_demo.cc files under a subdir. // Implemented in one of the window_*_demo.cc files under a subdir.
std::unique_ptr<GraphicsContext> CreateDemoContext(Window* window); std::unique_ptr<GraphicsProvider> CreateDemoGraphicsProvider(Window* window);
std::unique_ptr<xe::ui::ImGuiDrawer> imgui_drawer_;
int window_demo_main(const std::vector<std::wstring>& args) { int window_demo_main(const std::vector<std::wstring>& args) {
Profiler::Initialize(); Profiler::Initialize();
@ -45,13 +44,6 @@ int window_demo_main(const std::vector<std::wstring>& args) {
return; return;
} }
}); });
window->on_closed.AddListener([&loop](xe::ui::UIEvent* e) {
loop->Quit();
XELOGI("User-initiated death!");
imgui_drawer_.reset();
exit(1);
});
loop->on_quit.AddListener([&window](xe::ui::UIEvent* e) { window.reset(); });
// Main menu. // Main menu.
auto main_menu = MenuItem::Create(MenuItem::Type::kNormal); auto main_menu = MenuItem::Create(MenuItem::Type::kNormal);
@ -78,25 +70,37 @@ int window_demo_main(const std::vector<std::wstring>& args) {
window->Resize(1920, 1200); window->Resize(1920, 1200);
// Create the graphics context used for drawing and setup the window. // Create the graphics context used for drawing and setup the window.
loop->PostSynchronous([&window]() { std::unique_ptr<GraphicsProvider> graphics_provider;
// Create context and give it to the window. std::unique_ptr<xe::ui::ImGuiDrawer> imgui_drawer;
loop->PostSynchronous([&window, &graphics_provider, &imgui_drawer]() {
// Create graphics provider and an initial context for the window.
// The window will finish initialization wtih the context (loading // The window will finish initialization wtih the context (loading
// resources, etc). // resources, etc).
auto context = CreateDemoContext(window.get()); graphics_provider = CreateDemoGraphicsProvider(window.get());
window->set_context(std::move(context)); window->set_context(graphics_provider->CreateContext(window.get()));
// Setup the profiler display. // Setup the profiler display.
GraphicsContextLock context_lock(window->context()); GraphicsContextLock context_lock(window->context());
Profiler::set_window(window.get()); Profiler::set_window(window.get());
// Initialize the ImGui renderer we'll use. // Initialize the ImGui renderer we'll use.
imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window.get()); imgui_drawer = std::make_unique<xe::ui::ImGuiDrawer>(window.get());
imgui_drawer_->SetupDefaultInput(); imgui_drawer->SetupDefaultInput();
// Show the elemental-forms debug UI so we can see it working. // Show the elemental-forms debug UI so we can see it working.
el::util::ShowDebugInfoSettingsForm(window->root_element()); el::util::ShowDebugInfoSettingsForm(window->root_element());
}); });
window->on_closed.AddListener(
[&loop, &graphics_provider, &imgui_drawer](xe::ui::UIEvent* e) {
loop->Quit();
XELOGI("User-initiated death!");
imgui_drawer.reset();
graphics_provider.reset();
exit(1);
});
loop->on_quit.AddListener([&window](xe::ui::UIEvent* e) { window.reset(); });
window->on_key_down.AddListener([](xe::ui::KeyEvent* e) { window->on_key_down.AddListener([](xe::ui::KeyEvent* e) {
switch (e->key_code()) { switch (e->key_code()) {
case 0x72: { // F3 case 0x72: { // F3
@ -130,8 +134,9 @@ int window_demo_main(const std::vector<std::wstring>& args) {
// Wait until we are exited. // Wait until we are exited.
loop->AwaitQuit(); loop->AwaitQuit();
imgui_drawer_.reset(); imgui_drawer.reset();
loop->PostSynchronous([&graphics_provider]() { graphics_provider.reset(); });
window.reset(); window.reset();
loop.reset(); loop.reset();
Profiler::Dump(); Profiler::Dump();