[D3D12] Copy the null graphics system as D3D12

This commit is contained in:
Triang3l 2018-07-18 12:02:00 +03:00
parent c2b2a9f376
commit fde3c1f0e8
5 changed files with 203 additions and 0 deletions

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@ -29,6 +29,9 @@
// Available graphics systems:
#include "xenia/gpu/null/null_graphics_system.h"
#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
#if XE_PLATFORM_WIN32
#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
#endif // XE_PLATFORM_WIN32
// Available input drivers:
#include "xenia/hid/nop/nop_hid.h"
@ -77,6 +80,11 @@ std::unique_ptr<gpu::GraphicsSystem> CreateGraphicsSystem() {
if (FLAGS_gpu.compare("vulkan") == 0) {
return std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::vulkan::VulkanGraphicsSystem());
#if XE_PLATFORM_WIN32
} else if (FLAGS_gpu.compare("d3d12") == 0) {
return std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::d3d12::D3D12GraphicsSystem());
#endif // XE_PLATFORM_WIN32
} else if (FLAGS_gpu.compare("null") == 0) {
return std::unique_ptr<gpu::GraphicsSystem>(
new xe::gpu::null::NullGraphicsSystem());

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@ -0,0 +1,50 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
namespace xe {
namespace gpu {
namespace d3d12 {
D3D12CommandProcessor::D3D12CommandProcessor(
D3D12GraphicsSystem* graphics_system, kernel::KernelState* kernel_state)
: CommandProcessor(graphics_system, kernel_state) {}
D3D12CommandProcessor::~D3D12CommandProcessor() = default;
bool D3D12CommandProcessor::SetupContext() {
return CommandProcessor::SetupContext();
}
void D3D12CommandProcessor::ShutdownContext() {
return CommandProcessor::ShutdownContext();
}
void D3D12CommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
uint32_t frontbuffer_width,
uint32_t frontbuffer_height) {}
Shader* D3D12CommandProcessor::LoadShader(ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
return nullptr;
}
bool D3D12CommandProcessor::IssueDraw(PrimitiveType prim_type,
uint32_t index_count,
IndexBufferInfo* index_buffer_info) {
return true;
}
bool D3D12CommandProcessor::IssueCopy() { return true; }
} // namespace d3d12
} // namespace gpu
} // namespace xe

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@ -0,0 +1,48 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_D3D12_COMMAND_PROCESSOR_H_
#define XENIA_GPU_D3D12_D3D12_COMMAND_PROCESSOR_H_
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
#include "xenia/gpu/xenos.h"
#include "xenia/kernel/kernel_state.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12CommandProcessor : public CommandProcessor {
public:
D3D12CommandProcessor(D3D12GraphicsSystem* graphics_system,
kernel::KernelState* kernel_state);
~D3D12CommandProcessor();
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 d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_D3D12_COMMAND_PROCESSOR_H_

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@ -0,0 +1,54 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
#include "xenia/gpu/d3d12/d3d12_command_processor.h"
#include "xenia/ui/vulkan/vulkan_provider.h"
#include "xenia/xbox.h"
namespace xe {
namespace gpu {
namespace d3d12 {
D3D12GraphicsSystem::D3D12GraphicsSystem() {}
D3D12GraphicsSystem::~D3D12GraphicsSystem() {}
X_STATUS D3D12GraphicsSystem::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 D3D12GraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
std::unique_ptr<CommandProcessor>
D3D12GraphicsSystem::CreateCommandProcessor() {
return std::unique_ptr<CommandProcessor>(
new D3D12CommandProcessor(this, kernel_state_));
}
void D3D12GraphicsSystem::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 d3d12
} // namespace gpu
} // namespace xe

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@ -0,0 +1,43 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2018 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
#define XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_
#include <memory>
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/graphics_system.h"
namespace xe {
namespace gpu {
namespace d3d12 {
class D3D12GraphicsSystem : public GraphicsSystem {
public:
D3D12GraphicsSystem();
~D3D12GraphicsSystem() override;
std::wstring name() const override { return L"Direct3D 12"; }
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 d3d12
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_D3D12_D3D12_GRAPHICS_SYSTEM_H_