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:
parent
d8fa54ffc4
commit
6c95ca1cdb
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@ -31,7 +31,7 @@
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#include "xenia/gpu/graphics_system.h"
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#include "xenia/kernel/xmodule.h"
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#include "xenia/kernel/xthread.h"
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#include "xenia/ui/gl/gl_context.h"
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#include "xenia/ui/graphics_provider.h"
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#include "xenia/ui/imgui_drawer.h"
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DEFINE_bool(imgui_debug, false, "Show ImGui debugging tools.");
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@ -108,16 +108,9 @@ bool DebugWindow::Initialize() {
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window_->Resize(1500, 1000);
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// If there exists a display window we need to share resources with it.
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xe::ui::gl::GLContext* parent_context = nullptr;
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if (emulator_->display_window()) {
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parent_context = reinterpret_cast<xe::ui::gl::GLContext*>(
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emulator_->display_window()->context());
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}
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// Create the GL context used for drawing.
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auto context = xe::ui::gl::GLContext::Create(window_.get(), parent_context);
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window_->set_context(std::move(context));
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// Create the graphics context used for drawing.
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auto provider = emulator_->display_window()->context()->provider();
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window_->set_context(provider->CreateContext(window_.get()));
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// Setup ImGui.
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imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window_.get());
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@ -133,8 +126,6 @@ bool DebugWindow::Initialize() {
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void DebugWindow::DrawFrame() {
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xe::ui::GraphicsContextLock lock(window_->context());
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glClearColor(0.0, 0.0, 0.0, 1.0);
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glClear(GL_COLOR_BUFFER_BIT);
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auto& io = ImGui::GetIO();
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auto current_tick_count = Clock::QueryHostTickCount();
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@ -310,7 +301,8 @@ void DebugWindow::DrawToolbar() {
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if (thread_info == state_.thread_info) {
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current_thread_index = i;
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}
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thread_combo.Append(thread_info->thread->name());
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thread_combo.Append(thread_info->thread ? thread_info->thread->name()
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: "(zombie)");
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thread_combo.Append(static_cast<char>(0));
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++i;
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}
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@ -1021,6 +1013,7 @@ void DebugWindow::DrawThreadsPane() {
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auto thread_info = cache_.thread_execution_infos[i];
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auto thread = thread_info->thread;
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bool is_current_thread = thread == state_.thread;
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assert_not_null(thread); // TODO(benvanik): zombie thread states.
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if (is_current_thread && state_.has_changed_thread) {
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ImGui::SetScrollHere();
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state_.has_changed_thread = false;
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@ -131,10 +131,6 @@ X_STATUS Emulator::Setup(
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if (!graphics_system_) {
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return X_STATUS_NOT_IMPLEMENTED;
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}
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display_window_->loop()->PostSynchronous([this]() {
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display_window_->set_context(
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graphics_system_->CreateContext(display_window_));
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});
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// Initialize the HID.
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input_system_ = std::make_unique<xe::hid::InputSystem>(display_window_);
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@ -18,27 +18,23 @@
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#include "xenia/gpu/gl4/gl4_command_processor.h"
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#include "xenia/gpu/gl4/gl4_gpu_flags.h"
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#include "xenia/gpu/gpu_flags.h"
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#include "xenia/ui/gl/gl_provider.h"
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#include "xenia/ui/window.h"
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namespace xe {
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namespace gpu {
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namespace gl4 {
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std::unique_ptr<ui::GraphicsContext> GL4GraphicsSystem::CreateContext(
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ui::Window* target_window) {
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// Setup the GL control that actually does the drawing.
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// We run here in the loop and only touch it (and its context) on this
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// thread. That means some sync-fu when we want to swap.
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return xe::ui::gl::GLContext::Create(target_window);
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}
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GL4GraphicsSystem::GL4GraphicsSystem() : GraphicsSystem() {}
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GL4GraphicsSystem::GL4GraphicsSystem() = default;
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GL4GraphicsSystem::~GL4GraphicsSystem() = default;
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X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
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kernel::KernelState* kernel_state,
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ui::Window* target_window) {
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// Must create the provider so we can create contexts.
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provider_ = xe::ui::gl::GLProvider::Create(target_window);
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auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
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if (result) {
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return result;
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@ -24,9 +24,6 @@ class GL4GraphicsSystem : public GraphicsSystem {
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GL4GraphicsSystem();
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~GL4GraphicsSystem() override;
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std::unique_ptr<ui::GraphicsContext> CreateContext(
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ui::Window* target_window) override;
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X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
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ui::Window* target_window) override;
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void Shutdown() override;
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@ -16,6 +16,7 @@
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#include "xenia/base/threading.h"
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#include "xenia/gpu/command_processor.h"
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#include "xenia/gpu/gpu_flags.h"
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#include "xenia/ui/graphics_provider.h"
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#include "xenia/ui/loop.h"
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namespace xe {
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@ -33,14 +34,18 @@ X_STATUS GraphicsSystem::Setup(cpu::Processor* processor,
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kernel_state_ = kernel_state;
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target_window_ = target_window;
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// Initialize rendering context.
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// Initialize display and rendering context.
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// This must happen on the UI thread.
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std::unique_ptr<xe::ui::GraphicsContext> processor_context;
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target_window_->loop()->PostSynchronous([&]() {
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// Create the context used for presentation.
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assert_null(target_window->context());
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target_window_->set_context(provider_->CreateContext(target_window_));
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// Setup the GL context the command processor will do all its drawing in.
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// It's shared with the display context so that we can resolve framebuffers
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// from it.
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processor_context = target_window->context()->CreateShared();
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processor_context = provider()->CreateOffscreenContext();
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processor_context->ClearCurrent();
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});
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if (!processor_context) {
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@ -34,12 +34,10 @@ class GraphicsSystem {
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public:
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virtual ~GraphicsSystem();
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virtual std::unique_ptr<ui::GraphicsContext> CreateContext(
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ui::Window* target_window) = 0;
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Memory* memory() const { return memory_; }
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cpu::Processor* processor() const { return processor_; }
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kernel::KernelState* kernel_state() const { return kernel_state_; }
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ui::GraphicsProvider* provider() const { return provider_.get(); }
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virtual X_STATUS Setup(cpu::Processor* processor,
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kernel::KernelState* kernel_state,
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@ -82,6 +80,7 @@ class GraphicsSystem {
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cpu::Processor* processor_ = nullptr;
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kernel::KernelState* kernel_state_ = nullptr;
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ui::Window* target_window_ = nullptr;
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std::unique_ptr<ui::GraphicsProvider> provider_;
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uint32_t interrupt_callback_ = 0;
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uint32_t interrupt_callback_data_ = 0;
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@ -18,7 +18,7 @@
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#include "xenia/base/platform_win.h"
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#include "xenia/base/threading.h"
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#include "xenia/hid/input_system.h"
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#include "xenia/ui/gl/gl_context.h"
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#include "xenia/ui/gl/gl_provider.h"
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#include "xenia/ui/imgui_drawer.h"
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#include "xenia/ui/window.h"
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@ -67,9 +67,9 @@ std::vector<std::unique_ptr<hid::InputDriver>> CreateInputDrivers(
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return drivers;
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}
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std::unique_ptr<xe::ui::GraphicsContext> CreateDemoContext(
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std::unique_ptr<xe::ui::GraphicsProvider> CreateDemoGraphicsProvider(
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xe::ui::Window* window) {
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return xe::ui::gl::GLContext::Create(window);
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return xe::ui::gl::GLProvider::Create(window);
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}
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void DrawInputStatus();
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@ -97,12 +97,13 @@ int hid_demo_main(const std::vector<std::wstring>& args) {
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window->Resize(600, 500);
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// Create the graphics context used for drawing and setup the window.
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loop->PostSynchronous([&window]() {
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std::unique_ptr<xe::ui::GraphicsProvider> graphics_provider;
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loop->PostSynchronous([&window, &graphics_provider]() {
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// Create context and give it to the window.
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// The window will finish initialization wtih the context (loading
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// resources, etc).
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auto context = CreateDemoContext(window.get());
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window->set_context(std::move(context));
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graphics_provider = CreateDemoGraphicsProvider(window.get());
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window->set_context(graphics_provider->CreateContext(window.get()));
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// Initialize the ImGui renderer we'll use.
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imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window.get());
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@ -157,6 +158,7 @@ int hid_demo_main(const std::vector<std::wstring>& args) {
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imgui_drawer_.reset();
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input_system_.reset();
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loop->PostSynchronous([&graphics_provider]() { graphics_provider.reset(); });
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window.reset();
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loop.reset();
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return 0;
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@ -58,24 +58,20 @@ void FatalGLError(std::string error) {
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"of supported GPUs.");
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}
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std::unique_ptr<GLContext> GLContext::Create(Window* target_window,
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std::unique_ptr<GLContext> GLContext::Create(GraphicsProvider* provider,
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Window* target_window,
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GLContext* share_context) {
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auto context = std::unique_ptr<GLContext>(new GLContext(target_window));
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if (!context->Initialize(target_window, share_context)) {
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auto context =
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std::unique_ptr<GLContext>(new GLContext(provider, target_window));
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if (!context->Initialize(share_context)) {
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return nullptr;
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}
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context->AssertExtensionsPresent();
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return context;
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}
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GLContext::GLContext(Window* target_window) : GraphicsContext(target_window) {
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glew_context_.reset(new GLEWContext());
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wglew_context_.reset(new WGLEWContext());
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}
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GLContext::GLContext(Window* target_window, HGLRC glrc)
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: GraphicsContext(target_window), glrc_(glrc) {
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dc_ = GetDC(HWND(target_window_->native_handle()));
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GLContext::GLContext(GraphicsProvider* provider, Window* target_window)
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: GraphicsContext(provider, target_window) {
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glew_context_.reset(new GLEWContext());
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wglew_context_.reset(new WGLEWContext());
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}
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}
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}
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bool GLContext::Initialize(Window* target_window, GLContext* share_context) {
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target_window_ = target_window;
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bool GLContext::Initialize(GLContext* share_context) {
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dc_ = GetDC(HWND(target_window_->native_handle()));
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PIXELFORMATDESCRIPTOR pfd = {0};
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return true;
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}
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std::unique_ptr<GraphicsContext> GLContext::CreateShared() {
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assert_not_null(glrc_);
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std::unique_ptr<GLContext> GLContext::CreateOffscreen(
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GraphicsProvider* provider, GLContext* parent_context) {
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assert_not_null(parent_context->glrc_);
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HGLRC new_glrc = nullptr;
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{
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GraphicsContextLock context_lock(this);
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GraphicsContextLock context_lock(parent_context);
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int context_flags = 0;
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if (FLAGS_gl_debug) {
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@ -214,15 +210,19 @@ std::unique_ptr<GraphicsContext> GLContext::CreateShared() {
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WGL_CONTEXT_PROFILE_MASK_ARB,
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WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
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0};
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new_glrc = wglCreateContextAttribsARB(dc_, glrc_, attrib_list);
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new_glrc = wglCreateContextAttribsARB(parent_context->dc_,
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parent_context->glrc_, attrib_list);
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if (!new_glrc) {
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FatalGLError("Could not create shared context.");
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return nullptr;
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}
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}
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auto new_context =
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std::unique_ptr<GLContext>(new GLContext(target_window_, new_glrc));
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auto new_context = std::unique_ptr<GLContext>(
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new GLContext(provider, parent_context->target_window_));
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new_context->glrc_ = new_glrc;
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new_context->dc_ =
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GetDC(HWND(parent_context->target_window_->native_handle()));
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if (!new_context->MakeCurrent()) {
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FatalGLError("Could not make new GL context current.");
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return nullptr;
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return nullptr;
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}
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SetupDebugging();
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new_context->SetupDebugging();
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if (!new_context->blitter_.Initialize()) {
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FatalGLError("Unable to initialize blitter on shared context.");
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return nullptr;
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}
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new_context->immediate_drawer_ = std::make_unique<GLImmediateDrawer>(this);
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new_context->ClearCurrent();
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return std::unique_ptr<GraphicsContext>(new_context.release());
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return new_context;
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}
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void GLContext::AssertExtensionsPresent() {
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@ -29,18 +29,14 @@ namespace ui {
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namespace gl {
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class GLImmediateDrawer;
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class GLProvider;
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class GLContext : public GraphicsContext {
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public:
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static std::unique_ptr<GLContext> Create(Window* target_window,
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GLContext* share_context = nullptr);
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~GLContext() override;
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HDC dc() const { return dc_; }
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std::unique_ptr<GraphicsContext> CreateShared() override;
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ImmediateDrawer* immediate_drawer() override;
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bool is_current() override;
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Blitter* blitter() { return &blitter_; }
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private:
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explicit GLContext(Window* target_window);
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GLContext(Window* target_window, HGLRC glrc);
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friend class GLProvider;
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bool Initialize(Window* target_window, GLContext* share_context);
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static std::unique_ptr<GLContext> Create(GraphicsProvider* provider,
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Window* target_window,
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GLContext* share_context = nullptr);
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static std::unique_ptr<GLContext> CreateOffscreen(GraphicsProvider* provider,
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GLContext* parent_context);
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private:
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GLContext(GraphicsProvider* provider, Window* target_window);
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bool Initialize(GLContext* share_context);
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void AssertExtensionsPresent();
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void SetupDebugging();
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@ -0,0 +1,49 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#include "xenia/ui/gl/gl_provider.h"
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#include "xenia/ui/gl/gl_context.h"
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#include "xenia/ui/window.h"
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namespace xe {
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namespace ui {
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namespace gl {
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std::unique_ptr<GraphicsProvider> GLProvider::Create(Window* main_window) {
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std::unique_ptr<GLProvider> provider(new GLProvider(main_window));
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//
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return std::unique_ptr<GraphicsProvider>(provider.release());
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}
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GLProvider::GLProvider(Window* main_window) : GraphicsProvider(main_window) {}
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GLProvider::~GLProvider() = default;
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std::unique_ptr<GraphicsContext> GLProvider::CreateContext(
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Window* target_window) {
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auto share_context = main_window_->context();
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return std::unique_ptr<GraphicsContext>(
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GLContext::Create(this, target_window,
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static_cast<GLContext*>(share_context))
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.release());
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}
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std::unique_ptr<GraphicsContext> GLProvider::CreateOffscreenContext() {
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auto share_context = main_window_->context();
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return std::unique_ptr<GraphicsContext>(
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GLContext::CreateOffscreen(this, static_cast<GLContext*>(share_context))
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.release());
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}
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} // namespace gl
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} // namespace ui
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} // namespace xe
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@ -0,0 +1,40 @@
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/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_UI_GL_GL_PROVIDER_H_
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#define XENIA_UI_GL_GL_PROVIDER_H_
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#include <memory>
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#include "xenia/ui/graphics_provider.h"
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namespace xe {
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namespace ui {
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namespace gl {
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class GLProvider : public GraphicsProvider {
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public:
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~GLProvider() override;
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static std::unique_ptr<GraphicsProvider> Create(Window* main_window);
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std::unique_ptr<GraphicsContext> CreateContext(
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Window* target_window) override;
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std::unique_ptr<GraphicsContext> CreateOffscreenContext() override;
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protected:
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explicit GLProvider(Window* main_window);
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};
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} // namespace gl
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} // namespace ui
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} // namespace xe
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#endif // XENIA_UI_GL_GL_PROVIDER_H_
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@ -11,7 +11,7 @@
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#include <vector>
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#include "xenia/base/main.h"
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#include "xenia/ui/gl/gl_context.h"
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#include "xenia/ui/gl/gl_provider.h"
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#include "xenia/ui/window.h"
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namespace xe {
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@ -19,8 +19,8 @@ namespace ui {
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|
||||
int window_demo_main(const std::vector<std::wstring>& args);
|
||||
|
||||
std::unique_ptr<GraphicsContext> CreateDemoContext(Window* window) {
|
||||
return xe::ui::gl::GLContext::Create(window);
|
||||
std::unique_ptr<GraphicsProvider> CreateDemoGraphicsProvider(Window* window) {
|
||||
return xe::ui::gl::GLProvider::Create(window);
|
||||
}
|
||||
|
||||
} // namespace ui
|
||||
|
|
|
@ -9,11 +9,14 @@
|
|||
|
||||
#include "xenia/ui/graphics_context.h"
|
||||
|
||||
#include "xenia/ui/graphics_provider.h"
|
||||
|
||||
namespace xe {
|
||||
namespace ui {
|
||||
|
||||
GraphicsContext::GraphicsContext(Window* target_window)
|
||||
: target_window_(target_window) {}
|
||||
GraphicsContext::GraphicsContext(GraphicsProvider* provider,
|
||||
Window* target_window)
|
||||
: provider_(provider), target_window_(target_window) {}
|
||||
|
||||
GraphicsContext::~GraphicsContext() = default;
|
||||
|
||||
|
|
|
@ -15,6 +15,7 @@
|
|||
namespace xe {
|
||||
namespace ui {
|
||||
|
||||
class GraphicsProvider;
|
||||
class ImmediateDrawer;
|
||||
class Window;
|
||||
|
||||
|
@ -22,9 +23,9 @@ class GraphicsContext {
|
|||
public:
|
||||
virtual ~GraphicsContext();
|
||||
|
||||
GraphicsProvider* provider() const { return provider_; }
|
||||
Window* target_window() const { return target_window_; }
|
||||
|
||||
virtual std::unique_ptr<GraphicsContext> CreateShared() = 0;
|
||||
bool is_offscreen() { return immediate_drawer() == nullptr; }
|
||||
|
||||
virtual ImmediateDrawer* immediate_drawer() = 0;
|
||||
|
||||
|
@ -36,8 +37,9 @@ class GraphicsContext {
|
|||
virtual void EndSwap() = 0;
|
||||
|
||||
protected:
|
||||
explicit GraphicsContext(Window* target_window);
|
||||
explicit GraphicsContext(GraphicsProvider* provider, Window* target_window);
|
||||
|
||||
GraphicsProvider* provider_ = nullptr;
|
||||
Window* target_window_ = nullptr;
|
||||
};
|
||||
|
||||
|
|
|
@ -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_
|
|
@ -19,6 +19,7 @@
|
|||
#include "xenia/base/platform_win.h"
|
||||
#include "xenia/base/profiling.h"
|
||||
#include "xenia/base/threading.h"
|
||||
#include "xenia/ui/graphics_provider.h"
|
||||
#include "xenia/ui/imgui_drawer.h"
|
||||
#include "xenia/ui/window.h"
|
||||
|
||||
|
@ -26,9 +27,7 @@ namespace xe {
|
|||
namespace ui {
|
||||
|
||||
// Implemented in one of the window_*_demo.cc files under a subdir.
|
||||
std::unique_ptr<GraphicsContext> CreateDemoContext(Window* window);
|
||||
|
||||
std::unique_ptr<xe::ui::ImGuiDrawer> imgui_drawer_;
|
||||
std::unique_ptr<GraphicsProvider> CreateDemoGraphicsProvider(Window* window);
|
||||
|
||||
int window_demo_main(const std::vector<std::wstring>& args) {
|
||||
Profiler::Initialize();
|
||||
|
@ -45,13 +44,6 @@ int window_demo_main(const std::vector<std::wstring>& args) {
|
|||
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.
|
||||
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);
|
||||
|
||||
// Create the graphics context used for drawing and setup the window.
|
||||
loop->PostSynchronous([&window]() {
|
||||
// Create context and give it to the window.
|
||||
std::unique_ptr<GraphicsProvider> graphics_provider;
|
||||
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
|
||||
// resources, etc).
|
||||
auto context = CreateDemoContext(window.get());
|
||||
window->set_context(std::move(context));
|
||||
graphics_provider = CreateDemoGraphicsProvider(window.get());
|
||||
window->set_context(graphics_provider->CreateContext(window.get()));
|
||||
|
||||
// Setup the profiler display.
|
||||
GraphicsContextLock context_lock(window->context());
|
||||
Profiler::set_window(window.get());
|
||||
|
||||
// Initialize the ImGui renderer we'll use.
|
||||
imgui_drawer_ = std::make_unique<xe::ui::ImGuiDrawer>(window.get());
|
||||
imgui_drawer_->SetupDefaultInput();
|
||||
imgui_drawer = std::make_unique<xe::ui::ImGuiDrawer>(window.get());
|
||||
imgui_drawer->SetupDefaultInput();
|
||||
|
||||
// Show the elemental-forms debug UI so we can see it working.
|
||||
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) {
|
||||
switch (e->key_code()) {
|
||||
case 0x72: { // F3
|
||||
|
@ -130,8 +134,9 @@ int window_demo_main(const std::vector<std::wstring>& args) {
|
|||
// Wait until we are exited.
|
||||
loop->AwaitQuit();
|
||||
|
||||
imgui_drawer_.reset();
|
||||
imgui_drawer.reset();
|
||||
|
||||
loop->PostSynchronous([&graphics_provider]() { graphics_provider.reset(); });
|
||||
window.reset();
|
||||
loop.reset();
|
||||
Profiler::Dump();
|
||||
|
|
Loading…
Reference in New Issue