Cleaning up some line ending issues.
This commit is contained in:
parent
22c72544ad
commit
29719b8f4d
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@ -1,22 +1,22 @@
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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 2013 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_GPU_PRIVATE_H_
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#define XENIA_GPU_PRIVATE_H_
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#include <gflags/gflags.h>
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DECLARE_string(gpu);
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DECLARE_bool(trace_ring_buffer);
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DECLARE_string(dump_shaders);
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DECLARE_bool(vsync);
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#endif // XENIA_GPU_PRIVATE_H_
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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 2013 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_GPU_PRIVATE_H_
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#define XENIA_GPU_PRIVATE_H_
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#include <gflags/gflags.h>
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DECLARE_string(gpu);
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DECLARE_bool(trace_ring_buffer);
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DECLARE_string(dump_shaders);
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DECLARE_bool(vsync);
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#endif // XENIA_GPU_PRIVATE_H_
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@ -1,63 +1,63 @@
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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 2013 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/gpu/graphics_system.h"
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#include "poly/poly.h"
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#include "xenia/emulator.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/gpu/gpu-private.h"
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namespace xe {
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namespace gpu {
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GraphicsSystem::GraphicsSystem(Emulator* emulator)
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: emulator_(emulator),
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memory_(emulator->memory()),
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interrupt_callback_(0),
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interrupt_callback_data_(0) {}
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GraphicsSystem::~GraphicsSystem() {}
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X_STATUS GraphicsSystem::Setup() {
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processor_ = emulator_->processor();
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return X_STATUS_SUCCESS;
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}
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void GraphicsSystem::Shutdown() {}
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void GraphicsSystem::SetInterruptCallback(uint32_t callback,
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uint32_t user_data) {
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interrupt_callback_ = callback;
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interrupt_callback_data_ = user_data;
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XELOGGPU("SetInterruptCallback(%.4X, %.4X)", callback, user_data);
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}
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void GraphicsSystem::DispatchInterruptCallback(uint32_t source, uint32_t cpu) {
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if (!interrupt_callback_) {
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return;
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}
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// Pick a CPU, if needed. We're going to guess 2. Because.
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if (cpu == 0xFFFFFFFF) {
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cpu = 2;
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}
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XELOGGPU("Dispatching GPU interrupt at %.8X w/ mode %d on cpu %d",
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interrupt_callback_, source, cpu);
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// NOTE: we may be executing in some random thread.
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uint64_t args[] = {source, interrupt_callback_data_};
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processor_->ExecuteInterrupt(cpu, interrupt_callback_, args,
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poly::countof(args));
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}
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} // namespace gpu
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} // namespace xe
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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 2013 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/gpu/graphics_system.h"
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#include "poly/poly.h"
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#include "xenia/emulator.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/gpu/gpu-private.h"
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namespace xe {
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namespace gpu {
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GraphicsSystem::GraphicsSystem(Emulator* emulator)
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: emulator_(emulator),
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memory_(emulator->memory()),
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interrupt_callback_(0),
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interrupt_callback_data_(0) {}
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GraphicsSystem::~GraphicsSystem() {}
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X_STATUS GraphicsSystem::Setup() {
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processor_ = emulator_->processor();
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return X_STATUS_SUCCESS;
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}
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void GraphicsSystem::Shutdown() {}
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void GraphicsSystem::SetInterruptCallback(uint32_t callback,
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uint32_t user_data) {
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interrupt_callback_ = callback;
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interrupt_callback_data_ = user_data;
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XELOGGPU("SetInterruptCallback(%.4X, %.4X)", callback, user_data);
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}
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void GraphicsSystem::DispatchInterruptCallback(uint32_t source, uint32_t cpu) {
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if (!interrupt_callback_) {
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return;
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}
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// Pick a CPU, if needed. We're going to guess 2. Because.
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if (cpu == 0xFFFFFFFF) {
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cpu = 2;
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}
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XELOGGPU("Dispatching GPU interrupt at %.8X w/ mode %d on cpu %d",
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interrupt_callback_, source, cpu);
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// NOTE: we may be executing in some random thread.
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uint64_t args[] = {source, interrupt_callback_data_};
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processor_->ExecuteInterrupt(cpu, interrupt_callback_, args,
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poly::countof(args));
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}
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} // namespace gpu
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} // namespace xe
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@ -1,54 +1,54 @@
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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 2013 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_GPU_GRAPHICS_SYSTEM_H_
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#define XENIA_GPU_GRAPHICS_SYSTEM_H_
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#include <atomic>
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#include <thread>
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#include "xenia/common.h"
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#include "xenia/emulator.h"
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#include "xenia/xbox.h"
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namespace xe {
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namespace gpu {
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class GraphicsSystem {
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public:
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virtual ~GraphicsSystem();
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Emulator* emulator() const { return emulator_; }
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Memory* memory() const { return memory_; }
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cpu::Processor* processor() const { return processor_; }
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virtual X_STATUS Setup();
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virtual void Shutdown();
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void SetInterruptCallback(uint32_t callback, uint32_t user_data);
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virtual void InitializeRingBuffer(uint32_t ptr, uint32_t page_count) = 0;
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virtual void EnableReadPointerWriteBack(uint32_t ptr, uint32_t block_size) = 0;
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void DispatchInterruptCallback(uint32_t source, uint32_t cpu);
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protected:
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GraphicsSystem(Emulator* emulator);
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Emulator* emulator_;
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Memory* memory_;
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cpu::Processor* processor_;
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uint32_t interrupt_callback_;
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uint32_t interrupt_callback_data_;
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};
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_GRAPHICS_SYSTEM_H_
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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 2013 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_GPU_GRAPHICS_SYSTEM_H_
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#define XENIA_GPU_GRAPHICS_SYSTEM_H_
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#include <atomic>
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#include <thread>
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#include "xenia/common.h"
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#include "xenia/emulator.h"
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#include "xenia/xbox.h"
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namespace xe {
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namespace gpu {
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class GraphicsSystem {
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public:
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virtual ~GraphicsSystem();
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Emulator* emulator() const { return emulator_; }
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Memory* memory() const { return memory_; }
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cpu::Processor* processor() const { return processor_; }
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virtual X_STATUS Setup();
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virtual void Shutdown();
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void SetInterruptCallback(uint32_t callback, uint32_t user_data);
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virtual void InitializeRingBuffer(uint32_t ptr, uint32_t page_count) = 0;
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virtual void EnableReadPointerWriteBack(uint32_t ptr, uint32_t block_size) = 0;
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void DispatchInterruptCallback(uint32_t source, uint32_t cpu);
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protected:
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GraphicsSystem(Emulator* emulator);
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Emulator* emulator_;
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Memory* memory_;
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cpu::Processor* processor_;
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uint32_t interrupt_callback_;
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uint32_t interrupt_callback_data_;
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};
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_GRAPHICS_SYSTEM_H_
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@ -1,14 +1,14 @@
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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 2013 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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// Post-include file for an export table.
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#undef FLAG
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#undef XE_EXPORT
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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 2013 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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// Post-include file for an export table.
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#undef FLAG
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#undef XE_EXPORT
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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 2013 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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/**
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* Pre-include file for an export table.
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* Use this to build tables of exports:
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*
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* // Build the export table used for resolution.
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* #include "xenia/kernel/util/export_table_pre.inc"
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* static KernelExport my_module_export_table[] = {
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* #include "xenia/kernel/my_module/my_module_table.inc"
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* };
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* #include "xenia/kernel/util/export_table_post.inc"
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* export_resolver_->RegisterTable(
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* "my_module.xex",
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* my_module_export_table, poly::countof(my_module_export_table));
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*/
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#define XE_EXPORT(module, ordinal, name, type, flags) \
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{ \
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ordinal, \
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KernelExport::type, \
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flags, \
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#name, \
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}
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#define FLAG(t) kXEKernelExportFlag##t
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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 2013 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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/**
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* Pre-include file for an export table.
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* Use this to build tables of exports:
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*
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* // Build the export table used for resolution.
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* #include "xenia/kernel/util/export_table_pre.inc"
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* static KernelExport my_module_export_table[] = {
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* #include "xenia/kernel/my_module/my_module_table.inc"
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* };
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* #include "xenia/kernel/util/export_table_post.inc"
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* export_resolver_->RegisterTable(
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* "my_module.xex",
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* my_module_export_table, poly::countof(my_module_export_table));
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*/
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#define XE_EXPORT(module, ordinal, name, type, flags) \
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{ \
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ordinal, \
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KernelExport::type, \
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flags, \
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#name, \
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}
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#define FLAG(t) kXEKernelExportFlag##t
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|
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@ -1,13 +1,13 @@
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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 2013 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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// Post-include file for an ordinal table.
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#undef XE_EXPORT
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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 2013 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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// Post-include file for an ordinal table.
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#undef XE_EXPORT
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|
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@ -1,27 +1,27 @@
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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 2013 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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/**
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* Pre-include file for an ordinal table.
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* Use this to build tables of constants describing the ordinals:
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*
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* // Build an ordinal enum to make it easy to lookup ordinals.
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* #include "xenia/kernel/util/ordinal_table_pre.inc"
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* namespace ordinals {
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* enum {
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* #include "xenia/kernel/my_module/my_module_table.inc"
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* };
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* } // namespace ordinals
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* #include "xenia/kernel/util/ordinal_table_post.inc"
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*/
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#define XE_EXPORT(module, ordinal, name, type, flags) \
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name = ordinal
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/**
|
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******************************************************************************
|
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* Xenia : Xbox 360 Emulator Research Project *
|
||||
******************************************************************************
|
||||
* Copyright 2013 Ben Vanik. All rights reserved. *
|
||||
* Released under the BSD license - see LICENSE in the root for more details. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
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/**
|
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* Pre-include file for an ordinal table.
|
||||
* Use this to build tables of constants describing the ordinals:
|
||||
*
|
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* // Build an ordinal enum to make it easy to lookup ordinals.
|
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* #include "xenia/kernel/util/ordinal_table_pre.inc"
|
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* namespace ordinals {
|
||||
* enum {
|
||||
* #include "xenia/kernel/my_module/my_module_table.inc"
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||||
* };
|
||||
* } // namespace ordinals
|
||||
* #include "xenia/kernel/util/ordinal_table_post.inc"
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*/
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||||
|
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#define XE_EXPORT(module, ordinal, name, type, flags) \
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name = ordinal
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||||
|
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|
|
|
@ -1,13 +1,13 @@
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# Copyright 2013 Ben Vanik. All Rights Reserved.
|
||||
{
|
||||
'sources': [
|
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'export_table_post.inc',
|
||||
'export_table_pre.inc',
|
||||
'ordinal_table_post.inc',
|
||||
'ordinal_table_pre.inc',
|
||||
'shim_utils.h',
|
||||
'xex2.cc',
|
||||
'xex2.h',
|
||||
'xex2_info.h',
|
||||
],
|
||||
}
|
||||
# Copyright 2013 Ben Vanik. All Rights Reserved.
|
||||
{
|
||||
'sources': [
|
||||
'export_table_post.inc',
|
||||
'export_table_pre.inc',
|
||||
'ordinal_table_post.inc',
|
||||
'ordinal_table_pre.inc',
|
||||
'shim_utils.h',
|
||||
'xex2.cc',
|
||||
'xex2.h',
|
||||
'xex2_info.h',
|
||||
],
|
||||
}
|
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|
|
|
@ -1,36 +1,36 @@
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# Copyright 2013 Ben Vanik. All Rights Reserved.
|
||||
{
|
||||
'targets': [
|
||||
{
|
||||
'target_name': 'beaengine',
|
||||
'type': '<(library)',
|
||||
|
||||
'direct_dependent_settings': {
|
||||
'include_dirs': [
|
||||
'beaengine/include/',
|
||||
],
|
||||
'defines': [
|
||||
'BEA_ENGINE_STATIC=1',
|
||||
],
|
||||
},
|
||||
|
||||
'sources': [
|
||||
'beaengine/beaengineSources/BeaEngine.c',
|
||||
'beaengine/include/beaengine/basic_types.h',
|
||||
'beaengine/include/beaengine/BeaEngine.h',
|
||||
'beaengine/include/beaengine/export.h',
|
||||
'beaengine/include/beaengine/macros.h',
|
||||
],
|
||||
|
||||
'include_dirs': [
|
||||
'beaengine/beaengineSources/',
|
||||
'beaengine/include/',
|
||||
],
|
||||
|
||||
'defines': [
|
||||
'BEA_ENGINE_STATIC=1',
|
||||
#'BEA_LIGHT_DISASSEMBLY=1',
|
||||
],
|
||||
}
|
||||
]
|
||||
}
|
||||
# Copyright 2013 Ben Vanik. All Rights Reserved.
|
||||
{
|
||||
'targets': [
|
||||
{
|
||||
'target_name': 'beaengine',
|
||||
'type': '<(library)',
|
||||
|
||||
'direct_dependent_settings': {
|
||||
'include_dirs': [
|
||||
'beaengine/include/',
|
||||
],
|
||||
'defines': [
|
||||
'BEA_ENGINE_STATIC=1',
|
||||
],
|
||||
},
|
||||
|
||||
'sources': [
|
||||
'beaengine/beaengineSources/BeaEngine.c',
|
||||
'beaengine/include/beaengine/basic_types.h',
|
||||
'beaengine/include/beaengine/BeaEngine.h',
|
||||
'beaengine/include/beaengine/export.h',
|
||||
'beaengine/include/beaengine/macros.h',
|
||||
],
|
||||
|
||||
'include_dirs': [
|
||||
'beaengine/beaengineSources/',
|
||||
'beaengine/include/',
|
||||
],
|
||||
|
||||
'defines': [
|
||||
'BEA_ENGINE_STATIC=1',
|
||||
#'BEA_LIGHT_DISASSEMBLY=1',
|
||||
],
|
||||
}
|
||||
]
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue