D3D11 window up and spinning.
This commit is contained in:
parent
611d3bbbeb
commit
6e4fb87992
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@ -18,7 +18,13 @@
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#include <xenia/core/mutex.h>
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#include <xenia/core/pal.h>
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#include <xenia/core/ref.h>
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#include <xenia/core/run_loop.h>
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#include <xenia/core/socket.h>
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#include <xenia/core/thread.h>
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#include <xenia/core/window.h>
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#if XE_PLATFORM(WIN32)
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#include <xenia/core/win32_window.h>
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#endif // WIN32
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#endif // XENIA_CORE_H_
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@ -0,0 +1,33 @@
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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_CORE_RUN_LOOP_H_
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#define XENIA_CORE_RUN_LOOP_H_
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#include <xenia/common.h>
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#include <xenia/core/ref.h>
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struct xe_run_loop;
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typedef struct xe_run_loop* xe_run_loop_ref;
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xe_run_loop_ref xe_run_loop_create();
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xe_run_loop_ref xe_run_loop_retain(xe_run_loop_ref run_loop);
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void xe_run_loop_release(xe_run_loop_ref run_loop);
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int xe_run_loop_pump(xe_run_loop_ref run_loop);
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void xe_run_loop_quit(xe_run_loop_ref run_loop);
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typedef void (*xe_run_loop_callback)(void* data);
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void xe_run_loop_call(xe_run_loop_ref run_loop,
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xe_run_loop_callback callback, void* data);
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#endif // XENIA_CORE_RUN_LOOP_H_
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@ -0,0 +1,83 @@
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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/core/run_loop.h>
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#include <xenia/core/mutex.h>
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#include <xenia/core/thread.h>
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typedef struct xe_run_loop {
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xe_ref_t ref;
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} xe_run_loop_t;
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#define WM_XE_RUN_LOOP_QUIT (WM_APP + 0x100)
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#define WM_XE_RUN_LOOP_CALL (WM_APP + 0x101)
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typedef struct xe_run_loop_call {
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xe_run_loop_callback callback;
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void* data;
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} xe_run_loop_call_t;
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xe_run_loop_ref xe_run_loop_create() {
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xe_run_loop_ref run_loop = (xe_run_loop_ref)xe_calloc(sizeof(xe_run_loop_t));
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xe_ref_init((xe_ref)run_loop);
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return run_loop;
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}
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void xe_run_loop_dealloc(xe_run_loop_ref run_loop) {
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}
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xe_run_loop_ref xe_run_loop_retain(xe_run_loop_ref run_loop) {
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xe_ref_retain((xe_ref)run_loop);
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return run_loop;
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}
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void xe_run_loop_release(xe_run_loop_ref run_loop) {
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xe_ref_release((xe_ref)run_loop, (xe_ref_dealloc_t)xe_run_loop_dealloc);
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}
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int xe_run_loop_pump(xe_run_loop_ref run_loop) {
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MSG msg;
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if (PeekMessage(&msg, NULL, 0, 0, PM_REMOVE)) {
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TranslateMessage(&msg);
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DispatchMessage(&msg);
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switch (msg.message) {
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case WM_XE_RUN_LOOP_CALL:
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if (msg.wParam == (WPARAM)run_loop) {
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xe_run_loop_call_t* call = (xe_run_loop_call_t*)msg.lParam;
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call->callback(call->data);
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xe_free(call);
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}
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break;
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case WM_XE_RUN_LOOP_QUIT:
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if (msg.lParam == (WPARAM)run_loop) {
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// Done!
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return 1;
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}
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break;
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}
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}
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return 0;
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}
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void xe_run_loop_quit(xe_run_loop_ref run_loop) {
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PostMessage(NULL, WM_XE_RUN_LOOP_QUIT, 0, (WPARAM)run_loop);
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}
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void xe_run_loop_call(xe_run_loop_ref run_loop,
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xe_run_loop_callback callback, void* data) {
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xe_run_loop_call_t* call =
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(xe_run_loop_call_t*)xe_calloc(sizeof(xe_run_loop_call_t));
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call->callback = callback;
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call->data = data;
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PostMessage(NULL, WM_XE_RUN_LOOP_CALL, (WPARAM)run_loop, (LPARAM)call);
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}
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@ -12,9 +12,12 @@
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'path.h',
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'ref.cc',
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'ref.h',
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'run_loop.h',
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'socket.h',
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'thread.cc',
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'thread.h',
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'window.cc',
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'window.h',
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],
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'conditions': [
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'mutex_win.cc',
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'pal_win.cc',
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'path_win.cc',
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'run_loop_win.cc',
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'socket_win.cc',
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'win32_window.cc',
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'win32_window.h',
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],
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}],
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],
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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/core/win32_window.h>
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#include <dwmapi.h>
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#include <tpcshrd.h>
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using namespace xe;
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using namespace xe::core;
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namespace {
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static LRESULT CALLBACK Win32WindowWndProc(
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HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam) {
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Win32Window* window = 0;
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if (message == WM_NCCREATE) {
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LPCREATESTRUCT create_struct = (LPCREATESTRUCT)lParam;
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window = (Win32Window*)create_struct->lpCreateParams;
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SetWindowLongPtr(hWnd, GWLP_USERDATA, (__int3264)(LONG_PTR)window);
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} else {
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window = (Win32Window*)GetWindowLongPtr(hWnd, GWLP_USERDATA);
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}
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if (window) {
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return window->WndProc(hWnd, message, wParam, lParam);
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} else {
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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}
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}
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Win32Window::Win32Window(xe_run_loop_ref run_loop) :
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handle_(0),
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Window(run_loop) {
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Create();
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}
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Win32Window::~Win32Window() {
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if (handle_) {
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CloseWindow(handle_);
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}
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}
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void Win32Window::Create() {
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HINSTANCE hInstance = GetModuleHandle(NULL);
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width_ = 1280;
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height_ = 720;
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WNDCLASSEX wcex;
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wcex.cbSize = sizeof(WNDCLASSEX);
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wcex.style = CS_HREDRAW | CS_VREDRAW;
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wcex.lpfnWndProc = Win32WindowWndProc;
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wcex.cbClsExtra = 0;
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wcex.cbWndExtra = 0;
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wcex.hInstance = hInstance;
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wcex.hIcon = NULL; // LoadIcon(hInstance, (LPCTSTR)IDI_TUTORIAL1);
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wcex.hIconSm = NULL; // LoadIcon(hInstance, (LPCTSTR)IDI_TUTORIAL1);
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wcex.hCursor = LoadCursor(NULL, IDC_ARROW);
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wcex.hbrBackground = ( HBRUSH )( COLOR_WINDOW + 1 );
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wcex.lpszMenuName = NULL;
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wcex.lpszClassName = L"XeniaWindowClass";
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if (!RegisterClassEx(&wcex)) {
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XELOGE("RegisterClassEx failed");
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exit(1);
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return;
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}
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// Setup initial size.
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DWORD window_style = WS_OVERLAPPEDWINDOW;
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DWORD window_ex_style = WS_EX_APPWINDOW;
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RECT rc = {
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0, 0,
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width_, height_
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};
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AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
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// Create window.
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handle_ = CreateWindowEx(
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window_ex_style,
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L"XeniaWindowClass",
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L"Xenia",
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window_style,
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CW_USEDEFAULT, CW_USEDEFAULT,
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rc.right - rc.left, rc.bottom - rc.top,
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NULL,
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NULL,
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hInstance,
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this);
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if (!handle_) {
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XELOGE("CreateWindow failed");
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exit(1);
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return;
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}
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// Disable flicks.
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ATOM atom = GlobalAddAtom(L"MicrosoftTabletPenServiceProperty");
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const DWORD_PTR dwHwndTabletProperty =
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TABLET_DISABLE_PRESSANDHOLD | // disables press and hold (right-click) gesture
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TABLET_DISABLE_PENTAPFEEDBACK | // disables UI feedback on pen up (waves)
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TABLET_DISABLE_PENBARRELFEEDBACK | // disables UI feedback on pen button down (circle)
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TABLET_DISABLE_FLICKS | // disables pen flicks (back, forward, drag down, drag up)
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TABLET_DISABLE_TOUCHSWITCH |
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TABLET_DISABLE_SMOOTHSCROLLING |
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TABLET_DISABLE_TOUCHUIFORCEON |
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TABLET_ENABLE_MULTITOUCHDATA;
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SetProp(
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handle_,
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L"MicrosoftTabletPenServiceProperty",
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reinterpret_cast<HANDLE>(dwHwndTabletProperty));
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GlobalDeleteAtom(atom);
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// Enable DWM elevation.
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EnableMMCSS();
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ShowWindow(handle_, SW_SHOWNORMAL);
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UpdateWindow(handle_);
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}
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void Win32Window::EnableMMCSS() {
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HMODULE hLibrary = LoadLibrary(L"DWMAPI.DLL");
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if (!hLibrary) {
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return;
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}
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typedef HRESULT (__stdcall *PDwmEnableMMCSS)(BOOL);
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PDwmEnableMMCSS pDwmEnableMMCSS =
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(PDwmEnableMMCSS)GetProcAddress(
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hLibrary, "DwmEnableMMCSS");
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if (pDwmEnableMMCSS) {
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pDwmEnableMMCSS(TRUE);
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}
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typedef HRESULT (__stdcall *PDwmSetPresentParameters)(HWND, DWM_PRESENT_PARAMETERS*);
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PDwmSetPresentParameters pDwmSetPresentParameters =
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(PDwmSetPresentParameters)GetProcAddress(
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hLibrary, "DwmSetPresentParameters");
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if (pDwmSetPresentParameters) {
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DWM_PRESENT_PARAMETERS pp;
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memset(&pp, 0, sizeof(DWM_PRESENT_PARAMETERS));
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pp.cbSize = sizeof(DWM_PRESENT_PARAMETERS);
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pp.fQueue = FALSE;
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pp.cBuffer = 2;
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pp.fUseSourceRate = FALSE;
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pp.cRefreshesPerFrame = 1;
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pp.eSampling = DWM_SOURCE_FRAME_SAMPLING_POINT;
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pDwmSetPresentParameters(handle_, &pp);
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}
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FreeLibrary( hLibrary );
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}
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void Win32Window::set_title(const xechar_t* title) {
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XEIGNORE(SetWindowText(handle_, title));
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}
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void Win32Window::Resize(uint32_t width, uint32_t height) {
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if (width == width_ && height == height_) {
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return;
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}
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width_ = width;
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height_ = height;
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RECT rc = {
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0, 0,
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width_, height_
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};
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AdjustWindowRect(&rc, WS_OVERLAPPEDWINDOW, FALSE);
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// TODO(benvanik): center.
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MoveWindow(handle_, 0, 0, rc.right - rc.left, rc.bottom - rc.top, TRUE);
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OnResize(width_, height_);
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}
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void Win32Window::ShowError(const xechar_t* message) {
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XEIGNORE(MessageBox(handle_, message, L"Xenia Error", MB_ICONERROR | MB_OK));
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}
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LRESULT Win32Window::WndProc(HWND hWnd, UINT message,
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WPARAM wParam, LPARAM lParam) {
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switch (message) {
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case WM_NCCREATE:
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handle_ = hWnd;
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return DefWindowProc(hWnd, message, wParam, lParam);
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case WM_ACTIVATEAPP:
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if (wParam) {
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// Made active.
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} else {
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// Made inactive.
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}
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return DefWindowProc(hWnd, message, wParam, lParam);
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case WM_CLOSE:
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OnClose();
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return DefWindowProc(hWnd, message, wParam, lParam);
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case WM_DESTROY:
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PostQuitMessage(0);
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return 0;
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case WM_PAINT:
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{
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PAINTSTRUCT ps;
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HDC hdc = BeginPaint(hWnd, &ps);
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EndPaint(hWnd, &ps);
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}
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return 0;
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case WM_ERASEBKGND:
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return 0; // ignore
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case WM_DISPLAYCHANGE:
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return DefWindowProc(hWnd, message, wParam, lParam);
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case WM_MOVE:
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return DefWindowProc(hWnd, message, wParam, lParam);
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case WM_SIZE:
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{
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RECT frame;
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GetClientRect(handle_, &frame);
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OnResize(frame.right - frame.left, frame.bottom - frame.top);
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}
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return DefWindowProc(hWnd, message, wParam, lParam);
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case WM_TABLET_QUERYSYSTEMGESTURESTATUS:
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return
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TABLET_DISABLE_PRESSANDHOLD | // disables press and hold (right-click) gesture
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TABLET_DISABLE_PENTAPFEEDBACK | // disables UI feedback on pen up (waves)
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TABLET_DISABLE_PENBARRELFEEDBACK | // disables UI feedback on pen button down (circle)
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TABLET_DISABLE_FLICKS | // disables pen flicks (back, forward, drag down, drag up)
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TABLET_DISABLE_TOUCHSWITCH |
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TABLET_DISABLE_SMOOTHSCROLLING |
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TABLET_DISABLE_TOUCHUIFORCEON |
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TABLET_ENABLE_MULTITOUCHDATA;
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default:
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return DefWindowProc(hWnd, message, wParam, lParam);
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}
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}
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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 *
|
||||
******************************************************************************
|
||||
* 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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#ifndef XENIA_CORE_WIN32_WINDOW_H_
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#define XENIA_CORE_WIN32_WINDOW_H_
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#include <xenia/common.h>
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#include <xenia/core/window.h>
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namespace xe {
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namespace core {
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class Win32Window : public Window {
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public:
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Win32Window(xe_run_loop_ref run_loop);
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virtual ~Win32Window();
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HWND handle() const { return handle_; }
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virtual void set_title(const xechar_t* title);
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virtual void Resize(uint32_t width, uint32_t height);
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virtual void ShowError(const xechar_t* message);
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LRESULT WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam);
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protected:
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HWND handle_;
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||||
private:
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void Create();
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void EnableMMCSS();
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};
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} // namespace core
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} // namespace xe
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|
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#endif // XENIA_CORE_WIN32_WINDOW_H_
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@ -0,0 +1,23 @@
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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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#include <xenia/core/window.h>
|
||||
|
||||
|
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using namespace xe;
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||||
using namespace xe::core;
|
||||
|
||||
|
||||
Window::Window(xe_run_loop_ref run_loop) {
|
||||
run_loop_ = xe_run_loop_retain(run_loop);
|
||||
}
|
||||
|
||||
Window::~Window() {
|
||||
xe_run_loop_release(run_loop_);
|
||||
}
|
|
@ -0,0 +1,51 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_CORE_WINDOW_H_
|
||||
#define XENIA_CORE_WINDOW_H_
|
||||
|
||||
#include <xenia/common.h>
|
||||
#include <xenia/core/pal.h>
|
||||
#include <xenia/core/ref.h>
|
||||
#include <xenia/core/run_loop.h>
|
||||
|
||||
|
||||
namespace xe {
|
||||
namespace core {
|
||||
|
||||
|
||||
class Window {
|
||||
public:
|
||||
Window(xe_run_loop_ref run_loop);
|
||||
virtual ~Window();
|
||||
|
||||
virtual void set_title(const xechar_t* title) = 0;
|
||||
|
||||
uint32_t width() const { return width_; }
|
||||
uint32_t height() const { return height_; }
|
||||
virtual void Resize(uint32_t width, uint32_t height) = 0;
|
||||
|
||||
virtual void ShowError(const xechar_t* message) = 0;
|
||||
|
||||
protected:
|
||||
virtual void OnResize(uint32_t width, uint32_t height) {}
|
||||
virtual void OnClose() {}
|
||||
|
||||
xe_run_loop_ref run_loop_;
|
||||
|
||||
uint32_t width_;
|
||||
uint32_t height_;
|
||||
};
|
||||
|
||||
|
||||
} // namespace core
|
||||
} // namespace xe
|
||||
|
||||
|
||||
#endif // XENIA_CORE_WINDOW_H_
|
|
@ -19,11 +19,15 @@ using namespace xe::gpu::d3d11;
|
|||
using namespace xe::gpu::xenos;
|
||||
|
||||
|
||||
D3D11GraphicsDriver::D3D11GraphicsDriver(xe_memory_ref memory) :
|
||||
D3D11GraphicsDriver::D3D11GraphicsDriver(
|
||||
xe_memory_ref memory, ID3D11Device* device) :
|
||||
GraphicsDriver(memory) {
|
||||
device_ = device;
|
||||
device_->AddRef();
|
||||
}
|
||||
|
||||
D3D11GraphicsDriver::~D3D11GraphicsDriver() {
|
||||
device_->Release();
|
||||
}
|
||||
|
||||
void D3D11GraphicsDriver::Initialize() {
|
||||
|
|
|
@ -16,6 +16,8 @@
|
|||
#include <xenia/gpu/d3d11/d3d11-private.h>
|
||||
#include <xenia/gpu/xenos/xenos.h>
|
||||
|
||||
#include <d3d11.h>
|
||||
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
|
@ -24,7 +26,7 @@ namespace d3d11 {
|
|||
|
||||
class D3D11GraphicsDriver : public GraphicsDriver {
|
||||
public:
|
||||
D3D11GraphicsDriver(xe_memory_ref memory);
|
||||
D3D11GraphicsDriver(xe_memory_ref memory, ID3D11Device* device);
|
||||
virtual ~D3D11GraphicsDriver();
|
||||
|
||||
virtual void Initialize();
|
||||
|
@ -40,7 +42,8 @@ public:
|
|||
xenos::XE_GPU_PRIMITIVE_TYPE prim_type,
|
||||
uint32_t index_count);
|
||||
|
||||
protected:
|
||||
private:
|
||||
ID3D11Device* device_;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -11,6 +11,7 @@
|
|||
|
||||
#include <xenia/gpu/gpu-private.h>
|
||||
#include <xenia/gpu/d3d11/d3d11_graphics_driver.h>
|
||||
#include <xenia/gpu/d3d11/d3d11_window.h>
|
||||
|
||||
|
||||
using namespace xe;
|
||||
|
@ -18,14 +19,120 @@ using namespace xe::gpu;
|
|||
using namespace xe::gpu::d3d11;
|
||||
|
||||
|
||||
namespace {
|
||||
|
||||
}
|
||||
|
||||
|
||||
D3D11GraphicsSystem::D3D11GraphicsSystem(const CreationParams* params) :
|
||||
window_(0), dxgi_factory_(0), device_(0),
|
||||
GraphicsSystem(params) {
|
||||
}
|
||||
|
||||
D3D11GraphicsSystem::~D3D11GraphicsSystem() {
|
||||
if (device_) device_->Release();
|
||||
if (dxgi_factory_) dxgi_factory_->Release();
|
||||
delete window_;
|
||||
}
|
||||
|
||||
void D3D11GraphicsSystem::Initialize() {
|
||||
GraphicsSystem::Initialize();
|
||||
|
||||
// Create DXGI factory so we can get a swap chain/etc.
|
||||
HRESULT hr = CreateDXGIFactory1(__uuidof(IDXGIFactory1),
|
||||
(void**)&dxgi_factory_);
|
||||
if (FAILED(hr)) {
|
||||
XELOGE("CreateDXGIFactory1 failed with %.8X", hr);
|
||||
exit(1);
|
||||
return;
|
||||
}
|
||||
|
||||
// Find the best adapter.
|
||||
// TODO(benvanik): enable nvperfhud/etc.
|
||||
IDXGIAdapter1* adapter = 0;
|
||||
UINT n = 0;
|
||||
while (dxgi_factory_->EnumAdapters1(n, &adapter) != DXGI_ERROR_NOT_FOUND) {
|
||||
DXGI_ADAPTER_DESC1 desc;
|
||||
adapter->GetDesc1(&desc);
|
||||
adapter->Release();
|
||||
n++;
|
||||
}
|
||||
// Just go with the default for now.
|
||||
adapter = 0;
|
||||
|
||||
D3D_DRIVER_TYPE driver_type =
|
||||
adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE;
|
||||
|
||||
UINT flags = 0;
|
||||
// TODO(benvanik): runtime flag
|
||||
flags |= D3D11_CREATE_DEVICE_DEBUG;
|
||||
|
||||
// Feature level 11.0+ only.
|
||||
D3D_FEATURE_LEVEL feature_levels[] = {
|
||||
D3D_FEATURE_LEVEL_11_0,
|
||||
};
|
||||
|
||||
// Create device.
|
||||
D3D_FEATURE_LEVEL actual_feature_level;
|
||||
ID3D11DeviceContext* immediate_context;
|
||||
hr = D3D11CreateDevice(
|
||||
adapter,
|
||||
driver_type,
|
||||
0, // software driver HMODULE
|
||||
flags,
|
||||
feature_levels,
|
||||
XECOUNT(feature_levels),
|
||||
D3D11_SDK_VERSION,
|
||||
&device_,
|
||||
&actual_feature_level,
|
||||
&immediate_context);
|
||||
if (adapter) {
|
||||
adapter->Release();
|
||||
adapter = 0;
|
||||
}
|
||||
if (immediate_context) {
|
||||
immediate_context->Release();
|
||||
immediate_context = 0;
|
||||
}
|
||||
if (FAILED(hr)) {
|
||||
XELOGE("D3D11CreateDevice failed with %.8X", hr);
|
||||
exit(1);
|
||||
return;
|
||||
}
|
||||
|
||||
// Create the window.
|
||||
// This will pump through the run-loop and and be where our swapping
|
||||
// will take place.
|
||||
XEASSERTNULL(window_);
|
||||
window_ = new D3D11Window(run_loop_, dxgi_factory_, device_);
|
||||
window_->set_title(XETEXT("Xenia D3D11"));
|
||||
|
||||
// Listen for alt-enter/etc.
|
||||
dxgi_factory_->MakeWindowAssociation(window_->handle(), 0);
|
||||
|
||||
// Create the driver.
|
||||
// This runs in the worker thread and builds command lines to present
|
||||
// in the window.
|
||||
XEASSERTNULL(driver_);
|
||||
driver_ = new D3D11GraphicsDriver(memory_);
|
||||
driver_ = new D3D11GraphicsDriver(memory_, device_);
|
||||
|
||||
// Initial vsync kick.
|
||||
DispatchInterruptCallback();
|
||||
}
|
||||
|
||||
void D3D11GraphicsSystem::Pump() {
|
||||
if (swap_pending_) {
|
||||
swap_pending_ = false;
|
||||
|
||||
// Swap window.
|
||||
// If we are set to vsync this will block.
|
||||
window_->Swap();
|
||||
|
||||
// Dispatch interrupt callback to let the game know it can keep drawing.
|
||||
DispatchInterruptCallback();
|
||||
}
|
||||
}
|
||||
|
||||
void D3D11GraphicsSystem::Shutdown() {
|
||||
GraphicsSystem::Shutdown();
|
||||
}
|
||||
|
|
|
@ -15,11 +15,15 @@
|
|||
#include <xenia/gpu/graphics_system.h>
|
||||
#include <xenia/gpu/d3d11/d3d11-private.h>
|
||||
|
||||
#include <d3d11.h>
|
||||
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace d3d11 {
|
||||
|
||||
class D3D11Window;
|
||||
|
||||
|
||||
GraphicsSystem* Create(const CreationParams* params);
|
||||
|
||||
|
@ -29,7 +33,15 @@ public:
|
|||
D3D11GraphicsSystem(const CreationParams* params);
|
||||
virtual ~D3D11GraphicsSystem();
|
||||
|
||||
protected:
|
||||
virtual void Initialize();
|
||||
virtual void Pump();
|
||||
virtual void Shutdown();
|
||||
|
||||
private:
|
||||
IDXGIFactory1* dxgi_factory_;
|
||||
ID3D11Device* device_;
|
||||
D3D11Window* window_;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -0,0 +1,22 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include <xenia/gpu/d3d11/d3d11_shader.h>
|
||||
|
||||
|
||||
using namespace xe;
|
||||
using namespace xe::gpu;
|
||||
using namespace xe::gpu::d3d11;
|
||||
|
||||
|
||||
D3D11Shader::D3D11Shader() {
|
||||
}
|
||||
|
||||
D3D11Shader::~D3D11Shader() {
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_D3D11_D3D11_SHADER_H_
|
||||
#define XENIA_GPU_D3D11_D3D11_SHADER_H_
|
||||
|
||||
#include <xenia/core.h>
|
||||
|
||||
#include <xenia/gpu/shader.h>
|
||||
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace d3d11 {
|
||||
|
||||
|
||||
class D3D11Shader : public Shader {
|
||||
public:
|
||||
D3D11Shader();
|
||||
virtual ~D3D11Shader();
|
||||
};
|
||||
|
||||
|
||||
} // namespace d3d11
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
|
||||
#endif // XENIA_GPU_D3D11_D3D11_SHADER_H_
|
|
@ -0,0 +1,22 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include <xenia/gpu/d3d11/d3d11_shader_cache.h>
|
||||
|
||||
|
||||
using namespace xe;
|
||||
using namespace xe::gpu;
|
||||
using namespace xe::gpu::d3d11;
|
||||
|
||||
|
||||
D3D11ShaderCache::D3D11ShaderCache() {
|
||||
}
|
||||
|
||||
D3D11ShaderCache::~D3D11ShaderCache() {
|
||||
}
|
|
@ -0,0 +1,35 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_D3D11_D3D11_SHADER_CACHE_H_
|
||||
#define XENIA_GPU_D3D11_D3D11_SHADER_CACHE_H_
|
||||
|
||||
#include <xenia/core.h>
|
||||
|
||||
#include <xenia/gpu/shader_cache.h>
|
||||
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace d3d11 {
|
||||
|
||||
|
||||
class D3D11ShaderCache : public ShaderCache {
|
||||
public:
|
||||
D3D11ShaderCache();
|
||||
virtual ~D3D11ShaderCache();
|
||||
};
|
||||
|
||||
|
||||
} // namespace d3d11
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
|
||||
#endif // XENIA_GPU_D3D11_D3D11_SHADER_CACHE_H_
|
|
@ -0,0 +1,124 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include <xenia/gpu/d3d11/d3d11_window.h>
|
||||
|
||||
|
||||
using namespace xe;
|
||||
using namespace xe::core;
|
||||
using namespace xe::gpu;
|
||||
using namespace xe::gpu::d3d11;
|
||||
|
||||
|
||||
D3D11Window::D3D11Window(
|
||||
xe_run_loop_ref run_loop,
|
||||
IDXGIFactory1* dxgi_factory, ID3D11Device* device) :
|
||||
Win32Window(run_loop) {
|
||||
dxgi_factory_ = dxgi_factory;
|
||||
dxgi_factory_->AddRef();
|
||||
device_ = device;
|
||||
device_->AddRef();
|
||||
device_->GetImmediateContext(&context_);
|
||||
|
||||
swap_chain_ = 0;
|
||||
render_target_view_ = 0;
|
||||
|
||||
// Setup swap chain.
|
||||
DXGI_SWAP_CHAIN_DESC desc;
|
||||
xe_zero_struct(&desc, sizeof(desc));
|
||||
desc.OutputWindow = handle_;
|
||||
desc.Windowed = TRUE;
|
||||
desc.SwapEffect = DXGI_SWAP_EFFECT_DISCARD;
|
||||
desc.Flags = DXGI_SWAP_CHAIN_FLAG_ALLOW_MODE_SWITCH;
|
||||
|
||||
// Setup buffers.
|
||||
desc.BufferCount = 2;
|
||||
desc.BufferUsage = DXGI_USAGE_RENDER_TARGET_OUTPUT;
|
||||
desc.BufferDesc.Width = width_;
|
||||
desc.BufferDesc.Height = height_;
|
||||
desc.BufferDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
|
||||
desc.BufferDesc.RefreshRate.Numerator = 60;
|
||||
desc.BufferDesc.RefreshRate.Denominator = 1;
|
||||
|
||||
// Disable multisampling.
|
||||
desc.SampleDesc.Count = 1;
|
||||
desc.SampleDesc.Quality = 0;
|
||||
|
||||
// Create!
|
||||
HRESULT hr = dxgi_factory_->CreateSwapChain(
|
||||
device_,
|
||||
&desc,
|
||||
&swap_chain_);
|
||||
if (FAILED(hr)) {
|
||||
XELOGE("CreateSwapChain failed with %.8X", hr);
|
||||
exit(1);
|
||||
return;
|
||||
}
|
||||
|
||||
// Create a render target view to draw into.
|
||||
ID3D11Texture2D* back_buffer = 0;
|
||||
hr = swap_chain_->GetBuffer(
|
||||
0, __uuidof(ID3D11Texture2D), (void**)&back_buffer);
|
||||
if (FAILED(hr)) {
|
||||
XELOGE("GetBuffer (back_buffer) failed with %.8X", hr);
|
||||
exit(1);
|
||||
return;
|
||||
}
|
||||
hr = device_->CreateRenderTargetView(
|
||||
back_buffer, NULL, &render_target_view_);
|
||||
back_buffer->Release();
|
||||
if (FAILED(hr)) {
|
||||
XELOGE("CreateRenderTargetView (back_buffer) failed with %.8X", hr);
|
||||
exit(1);
|
||||
return;
|
||||
}
|
||||
context_->OMSetRenderTargets(1, &render_target_view_, NULL);
|
||||
}
|
||||
|
||||
D3D11Window::~D3D11Window() {
|
||||
if (render_target_view_) render_target_view_->Release();
|
||||
if (context_) {
|
||||
context_->ClearState();
|
||||
context_->Release();
|
||||
}
|
||||
if (swap_chain_) swap_chain_->Release();
|
||||
if (device_) device_->Release();
|
||||
if (dxgi_factory_) dxgi_factory_->Release();
|
||||
}
|
||||
|
||||
void D3D11Window::Swap() {
|
||||
// Setup the viewport.
|
||||
//D3D11_VIEWPORT viewport;
|
||||
//viewport.MinDepth = 0.0f;
|
||||
//viewport.MaxDepth = 1.0f;
|
||||
//viewport.TopLeftX = 0;
|
||||
//viewport.TopLeftY = 0;
|
||||
//viewport.Width = (FLOAT)width_;
|
||||
//viewport.Height = (FLOAT)height_;
|
||||
//context_->RSSetViewports(1, &viewport);
|
||||
|
||||
// Swap buffers.
|
||||
// TODO(benvanik): control vsync with flag.
|
||||
bool vsync = true;
|
||||
HRESULT hr = swap_chain_->Present(vsync ? 1 : 0, 0);
|
||||
if (FAILED(hr)) {
|
||||
XELOGE("Present failed with %.8X", hr);
|
||||
}
|
||||
}
|
||||
|
||||
void D3D11Window::OnResize(uint32_t width, uint32_t height) {
|
||||
Win32Window::OnResize(width, height);
|
||||
|
||||
// TODO(benvanik): resize swap buffers?
|
||||
}
|
||||
|
||||
void D3D11Window::OnClose() {
|
||||
// We are the master window - if they close us, quit!
|
||||
xe_run_loop_quit(run_loop_);
|
||||
}
|
|
@ -0,0 +1,50 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_D3D11_D3D11_WINDOW_H_
|
||||
#define XENIA_GPU_D3D11_D3D11_WINDOW_H_
|
||||
|
||||
#include <xenia/core.h>
|
||||
|
||||
#include <d3d11.h>
|
||||
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
namespace d3d11 {
|
||||
|
||||
|
||||
class D3D11Window : public xe::core::Win32Window {
|
||||
public:
|
||||
D3D11Window(
|
||||
xe_run_loop_ref run_loop,
|
||||
IDXGIFactory1* dxgi_factory, ID3D11Device* device);
|
||||
virtual ~D3D11Window();
|
||||
|
||||
void Swap();
|
||||
|
||||
protected:
|
||||
virtual void OnResize(uint32_t width, uint32_t height);
|
||||
virtual void OnClose();
|
||||
|
||||
private:
|
||||
IDXGIFactory1* dxgi_factory_;
|
||||
ID3D11Device* device_;
|
||||
IDXGISwapChain* swap_chain_;
|
||||
ID3D11DeviceContext* context_;
|
||||
ID3D11RenderTargetView* render_target_view_;
|
||||
};
|
||||
|
||||
|
||||
} // namespace d3d11
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
|
||||
#endif // XENIA_GPU_D3D11_D3D11_WINDOW_H_
|
|
@ -8,5 +8,11 @@
|
|||
'd3d11_graphics_driver.h',
|
||||
'd3d11_graphics_system.cc',
|
||||
'd3d11_graphics_system.h',
|
||||
'd3d11_shader.cc',
|
||||
'd3d11_shader.h',
|
||||
'd3d11_shader_cache.cc',
|
||||
'd3d11_shader_cache.h',
|
||||
'd3d11_window.cc',
|
||||
'd3d11_window.h',
|
||||
],
|
||||
}
|
||||
|
|
|
@ -21,19 +21,39 @@ using namespace xe::gpu::xenos;
|
|||
|
||||
|
||||
GraphicsSystem::GraphicsSystem(const CreationParams* params) :
|
||||
interrupt_callback_(0), interrupt_callback_data_(0) {
|
||||
interrupt_callback_(0), interrupt_callback_data_(0),
|
||||
swap_pending_(false) {
|
||||
memory_ = xe_memory_retain(params->memory);
|
||||
|
||||
worker_ = new RingBufferWorker(memory_);
|
||||
|
||||
// Set during Initialize();
|
||||
driver_ = 0;
|
||||
|
||||
// Create the run loop used for any windows/etc.
|
||||
// This must be done on the thread we create the driver.
|
||||
run_loop_ = xe_run_loop_create();
|
||||
|
||||
// Create worker thread.
|
||||
// This will initialize the graphics system.
|
||||
// Init needs to happen there so that any thread-local stuff
|
||||
// is created on the right thread.
|
||||
running_ = true;
|
||||
thread_ = xe_thread_create(
|
||||
"GraphicsSystem",
|
||||
(xe_thread_callback)ThreadStartThunk, this);
|
||||
xe_thread_start(thread_);
|
||||
}
|
||||
|
||||
GraphicsSystem::~GraphicsSystem() {
|
||||
// TODO(benvanik): thread join.
|
||||
running_ = false;
|
||||
xe_thread_release(thread_);
|
||||
|
||||
// TODO(benvanik): worker join/etc.
|
||||
delete worker_;
|
||||
|
||||
xe_run_loop_release(run_loop_);
|
||||
xe_memory_release(memory_);
|
||||
}
|
||||
|
||||
|
@ -49,6 +69,44 @@ void GraphicsSystem::set_processor(shared_ptr<cpu::Processor> processor) {
|
|||
processor_ = processor;
|
||||
}
|
||||
|
||||
void GraphicsSystem::ThreadStart() {
|
||||
xe_run_loop_ref run_loop = xe_run_loop_retain(run_loop_);
|
||||
|
||||
// Initialize driver and ringbuffer.
|
||||
Initialize();
|
||||
XEASSERTNOTNULL(driver_);
|
||||
|
||||
// Main run loop.
|
||||
while (running_) {
|
||||
// Peek main run loop.
|
||||
if (xe_run_loop_pump(run_loop)) {
|
||||
break;
|
||||
}
|
||||
if (!running_) {
|
||||
break;
|
||||
}
|
||||
|
||||
// Pump worker.
|
||||
worker_->Pump();
|
||||
|
||||
// Pump graphics system.
|
||||
Pump();
|
||||
}
|
||||
running_ = false;
|
||||
|
||||
Shutdown();
|
||||
|
||||
xe_run_loop_release(run_loop);
|
||||
|
||||
// TODO(benvanik): call module API to kill?
|
||||
}
|
||||
|
||||
void GraphicsSystem::Initialize() {
|
||||
}
|
||||
|
||||
void GraphicsSystem::Shutdown() {
|
||||
}
|
||||
|
||||
void GraphicsSystem::SetInterruptCallback(uint32_t callback,
|
||||
uint32_t user_data) {
|
||||
interrupt_callback_ = callback;
|
||||
|
|
|
@ -29,9 +29,11 @@ class RingBufferWorker;
|
|||
|
||||
class CreationParams {
|
||||
public:
|
||||
xe_memory_ref memory;
|
||||
xe_memory_ref memory;
|
||||
|
||||
CreationParams() : memory(NULL) {}
|
||||
CreationParams() :
|
||||
memory(0) {
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
|
@ -43,7 +45,6 @@ public:
|
|||
shared_ptr<cpu::Processor> processor();
|
||||
void set_processor(shared_ptr<cpu::Processor> processor);
|
||||
|
||||
virtual void Initialize() = 0;
|
||||
void SetInterruptCallback(uint32_t callback, uint32_t user_data);
|
||||
void InitializeRingBuffer(uint32_t ptr, uint32_t page_count);
|
||||
void EnableReadPointerWriteBack(uint32_t ptr, uint32_t block_size);
|
||||
|
@ -52,6 +53,8 @@ public:
|
|||
virtual void WriteRegister(uint32_t r, uint64_t value);
|
||||
|
||||
void DispatchInterruptCallback();
|
||||
bool swap_pending() const { return swap_pending_; }
|
||||
void set_swap_pending(bool value) { swap_pending_ = value; }
|
||||
|
||||
public:
|
||||
// TODO(benvanik): have an HasRegisterHandler() so that the JIT can
|
||||
|
@ -64,17 +67,33 @@ public:
|
|||
this_ptr->WriteRegister(r, value);
|
||||
}
|
||||
|
||||
protected:
|
||||
virtual void Initialize();
|
||||
virtual void Pump() = 0;
|
||||
virtual void Shutdown();
|
||||
|
||||
private:
|
||||
static void ThreadStartThunk(GraphicsSystem* this_ptr) {
|
||||
this_ptr->ThreadStart();
|
||||
}
|
||||
void ThreadStart();
|
||||
|
||||
protected:
|
||||
GraphicsSystem(const CreationParams* params);
|
||||
|
||||
xe_memory_ref memory_;
|
||||
shared_ptr<cpu::Processor> processor_;
|
||||
|
||||
xe_run_loop_ref run_loop_;
|
||||
xe_thread_ref thread_;
|
||||
bool running_;
|
||||
|
||||
GraphicsDriver* driver_;
|
||||
RingBufferWorker* worker_;
|
||||
|
||||
uint32_t interrupt_callback_;
|
||||
uint32_t interrupt_callback_data_;
|
||||
bool swap_pending_;
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -34,15 +34,11 @@ NopGraphicsSystem::NopGraphicsSystem(const CreationParams* params) :
|
|||
}
|
||||
|
||||
NopGraphicsSystem::~NopGraphicsSystem() {
|
||||
if (vsync_timer_) {
|
||||
DeleteTimerQueueTimer(timer_queue_, vsync_timer_, NULL);
|
||||
}
|
||||
if (timer_queue_) {
|
||||
DeleteTimerQueueEx(timer_queue_, NULL);
|
||||
}
|
||||
}
|
||||
|
||||
void NopGraphicsSystem::Initialize() {
|
||||
GraphicsSystem::Initialize();
|
||||
|
||||
XEASSERTNULL(driver_);
|
||||
driver_ = new NopGraphicsDriver(memory_);
|
||||
|
||||
|
@ -59,3 +55,17 @@ void NopGraphicsSystem::Initialize() {
|
|||
100,
|
||||
WT_EXECUTEINTIMERTHREAD);
|
||||
}
|
||||
|
||||
void NopGraphicsSystem::Pump() {
|
||||
}
|
||||
|
||||
void NopGraphicsSystem::Shutdown() {
|
||||
if (vsync_timer_) {
|
||||
DeleteTimerQueueTimer(timer_queue_, vsync_timer_, NULL);
|
||||
}
|
||||
if (timer_queue_) {
|
||||
DeleteTimerQueueEx(timer_queue_, NULL);
|
||||
}
|
||||
|
||||
GraphicsSystem::Shutdown();
|
||||
}
|
||||
|
|
|
@ -26,7 +26,10 @@ public:
|
|||
NopGraphicsSystem(const CreationParams* params);
|
||||
virtual ~NopGraphicsSystem();
|
||||
|
||||
protected:
|
||||
virtual void Initialize();
|
||||
virtual void Pump();
|
||||
virtual void Shutdown();
|
||||
|
||||
private:
|
||||
HANDLE timer_queue_;
|
||||
|
|
|
@ -21,20 +21,12 @@ using namespace xe::gpu::xenos;
|
|||
|
||||
RingBufferWorker::RingBufferWorker(xe_memory_ref memory) :
|
||||
memory_(memory), driver_(0) {
|
||||
running_ = true;
|
||||
write_ptr_index_event_ = CreateEvent(
|
||||
NULL, FALSE, FALSE, NULL);
|
||||
|
||||
thread_ = xe_thread_create(
|
||||
"RingBufferWorker",
|
||||
(xe_thread_callback)ThreadStartThunk, this);
|
||||
}
|
||||
|
||||
RingBufferWorker::~RingBufferWorker() {
|
||||
// TODO(benvanik): thread join.
|
||||
running_ = false;
|
||||
SetEvent(write_ptr_index_event_);
|
||||
xe_thread_release(thread_);
|
||||
CloseHandle(write_ptr_index_event_);
|
||||
}
|
||||
|
||||
|
@ -44,8 +36,6 @@ void RingBufferWorker::Initialize(GraphicsDriver* driver,
|
|||
primary_buffer_ptr_ = ptr;
|
||||
primary_buffer_size_ = page_count * 4 * 1024;
|
||||
read_ptr_index_ = 0;
|
||||
|
||||
xe_thread_start(thread_);
|
||||
}
|
||||
|
||||
void RingBufferWorker::EnableReadPointerWriteBack(uint32_t ptr,
|
||||
|
@ -64,40 +54,40 @@ void RingBufferWorker::UpdateWritePointer(uint32_t value) {
|
|||
SetEvent(write_ptr_index_event_);
|
||||
}
|
||||
|
||||
void RingBufferWorker::ThreadStart() {
|
||||
void RingBufferWorker::Pump() {
|
||||
uint8_t* p = xe_memory_addr(memory_);
|
||||
|
||||
while (running_) {
|
||||
if (write_ptr_index_ == 0xBAADF00D ||
|
||||
read_ptr_index_ == write_ptr_index_) {
|
||||
// Wait for the command buffer pointer to move.
|
||||
// TODO(benvanik): only wait for a bit and check running_.
|
||||
WaitForSingleObject(write_ptr_index_event_, INFINITE);
|
||||
if (!running_) {
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (read_ptr_index_ == write_ptr_index_) {
|
||||
continue;
|
||||
if (write_ptr_index_ == 0xBAADF00D ||
|
||||
read_ptr_index_ == write_ptr_index_) {
|
||||
// Check if the pointer has moved.
|
||||
// We wait a short bit here to yield time. Since we are also running the
|
||||
// main window display we don't want to pause too long, though.
|
||||
const int wait_time_ms = 1;
|
||||
if (WaitForSingleObject(write_ptr_index_event_,
|
||||
wait_time_ms) == WAIT_TIMEOUT) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
if (read_ptr_index_ == write_ptr_index_) {
|
||||
return;
|
||||
}
|
||||
|
||||
// Process the new commands.
|
||||
XELOGGPU("Ring buffer thread work");
|
||||
// Process the new commands.
|
||||
XELOGGPU("Ring buffer thread work");
|
||||
|
||||
// TODO(benvanik): handle wrapping around
|
||||
// read_ptr_index_ = (read_ptr_index_ + 1) % (primary_buffer_size_ / 4);
|
||||
XEASSERT(write_ptr_index_ >= read_ptr_index_);
|
||||
uint32_t length = write_ptr_index_ - read_ptr_index_;
|
||||
if (length) {
|
||||
ExecuteSegment(primary_buffer_ptr_ + read_ptr_index_ * 4, length);
|
||||
read_ptr_index_ = write_ptr_index_;
|
||||
}
|
||||
// TODO(benvanik): handle wrapping around
|
||||
// read_ptr_index_ = (read_ptr_index_ + 1) % (primary_buffer_size_ / 4);
|
||||
XEASSERT(write_ptr_index_ >= read_ptr_index_);
|
||||
uint32_t length = write_ptr_index_ - read_ptr_index_;
|
||||
if (length) {
|
||||
ExecuteSegment(primary_buffer_ptr_ + read_ptr_index_ * 4, length);
|
||||
read_ptr_index_ = write_ptr_index_;
|
||||
}
|
||||
|
||||
// TODO(benvanik): use read_ptr_update_freq_ and only issue after moving
|
||||
// that many indices.
|
||||
if (read_ptr_writeback_ptr_) {
|
||||
XESETUINT32BE(p + read_ptr_writeback_ptr_, read_ptr_index_);
|
||||
}
|
||||
// TODO(benvanik): use read_ptr_update_freq_ and only issue after moving
|
||||
// that many indices.
|
||||
if (read_ptr_writeback_ptr_) {
|
||||
XESETUINT32BE(p + read_ptr_writeback_ptr_, read_ptr_index_);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -33,17 +33,13 @@ public:
|
|||
|
||||
void UpdateWritePointer(uint32_t value);
|
||||
|
||||
void Pump();
|
||||
|
||||
protected:
|
||||
static void ThreadStartThunk(RingBufferWorker* this_ptr) {
|
||||
this_ptr->ThreadStart();
|
||||
}
|
||||
void ThreadStart();
|
||||
void ExecuteSegment(uint32_t ptr, uint32_t length);
|
||||
|
||||
protected:
|
||||
xe_memory_ref memory_;
|
||||
xe_thread_ref thread_;
|
||||
bool running_;
|
||||
|
||||
GraphicsDriver* driver_;
|
||||
|
||||
|
|
|
@ -0,0 +1,21 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include <xenia/gpu/shader.h>
|
||||
|
||||
|
||||
using namespace xe;
|
||||
using namespace xe::gpu;
|
||||
|
||||
|
||||
Shader::Shader() {
|
||||
}
|
||||
|
||||
Shader::~Shader() {
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_SHADER_H_
|
||||
#define XENIA_GPU_SHADER_H_
|
||||
|
||||
#include <xenia/core.h>
|
||||
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
|
||||
|
||||
class Shader {
|
||||
public:
|
||||
Shader();
|
||||
virtual ~Shader();
|
||||
};
|
||||
|
||||
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
|
||||
#endif // XENIA_GPU_SHADER_H_
|
|
@ -0,0 +1,21 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#include <xenia/gpu/shader_cache.h>
|
||||
|
||||
|
||||
using namespace xe;
|
||||
using namespace xe::gpu;
|
||||
|
||||
|
||||
ShaderCache::ShaderCache() {
|
||||
}
|
||||
|
||||
ShaderCache::~ShaderCache() {
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
/**
|
||||
******************************************************************************
|
||||
* 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. *
|
||||
******************************************************************************
|
||||
*/
|
||||
|
||||
#ifndef XENIA_GPU_SHADER_CACHE_H_
|
||||
#define XENIA_GPU_SHADER_CACHE_H_
|
||||
|
||||
#include <xenia/core.h>
|
||||
|
||||
|
||||
namespace xe {
|
||||
namespace gpu {
|
||||
|
||||
|
||||
class ShaderCache {
|
||||
public:
|
||||
ShaderCache();
|
||||
virtual ~ShaderCache();
|
||||
};
|
||||
|
||||
|
||||
} // namespace gpu
|
||||
} // namespace xe
|
||||
|
||||
|
||||
#endif // XENIA_GPU_SHADER_CACHE_H_
|
|
@ -11,6 +11,10 @@
|
|||
'graphics_system.h',
|
||||
'ring_buffer_worker.cc',
|
||||
'ring_buffer_worker.h',
|
||||
'shader.cc',
|
||||
'shader.h',
|
||||
'shader_cache.cc',
|
||||
'shader_cache.h',
|
||||
],
|
||||
|
||||
'includes': [
|
||||
|
|
|
@ -154,8 +154,6 @@ void xeVdInitializeEngines(uint32_t unk0, uint32_t callback, uint32_t unk1,
|
|||
// r4 = function ptr (cleanup callback?)
|
||||
// r5 = 0
|
||||
// r6/r7 = some binary data in .data
|
||||
|
||||
gs->Initialize();
|
||||
}
|
||||
|
||||
|
||||
|
@ -366,6 +364,24 @@ SHIM_CALL VdRetrainEDRAM_shim(
|
|||
}
|
||||
|
||||
|
||||
SHIM_CALL VdSwap_shim(
|
||||
xe_ppc_state_t* ppc_state, KernelState* state) {
|
||||
XELOGD(
|
||||
"VdSwap(?)");
|
||||
|
||||
KernelState* kernel_state = shared_kernel_state_;
|
||||
XEASSERTNOTNULL(kernel_state);
|
||||
GraphicsSystem* gs = kernel_state->processor()->graphics_system().get();
|
||||
if (!gs) {
|
||||
return;
|
||||
}
|
||||
|
||||
gs->set_swap_pending(true);
|
||||
|
||||
SHIM_SET_RETURN(0);
|
||||
}
|
||||
|
||||
|
||||
} // namespace xboxkrnl
|
||||
} // namespace kernel
|
||||
} // namespace xe
|
||||
|
@ -387,6 +403,7 @@ void xe::kernel::xboxkrnl::RegisterVideoExports(
|
|||
SHIM_SET_MAPPING("xboxkrnl.exe", VdPersistDisplay, state);
|
||||
SHIM_SET_MAPPING("xboxkrnl.exe", VdRetrainEDRAMWorker, state);
|
||||
SHIM_SET_MAPPING("xboxkrnl.exe", VdRetrainEDRAM, state);
|
||||
SHIM_SET_MAPPING("xboxkrnl.exe", VdSwap, state);
|
||||
|
||||
xe_memory_ref memory = state->memory();
|
||||
uint8_t* mem = xe_memory_addr(memory);
|
||||
|
|
|
@ -33,6 +33,7 @@ public:
|
|||
|
||||
private:
|
||||
xe_memory_ref memory_;
|
||||
xe_run_loop_ref run_loop_;
|
||||
shared_ptr<Backend> backend_;
|
||||
shared_ptr<GraphicsSystem> graphics_system_;
|
||||
shared_ptr<Processor> processor_;
|
||||
|
@ -40,10 +41,12 @@ private:
|
|||
shared_ptr<Debugger> debugger_;
|
||||
};
|
||||
|
||||
Run::Run() {
|
||||
Run::Run() :
|
||||
memory_(0), run_loop_(0) {
|
||||
}
|
||||
|
||||
Run::~Run() {
|
||||
xe_run_loop_release(run_loop_);
|
||||
xe_memory_release(memory_);
|
||||
}
|
||||
|
||||
|
@ -62,7 +65,7 @@ int Run::Setup() {
|
|||
backend_ = shared_ptr<Backend>(new xe::cpu::x64::X64Backend());
|
||||
|
||||
params.memory = memory_;
|
||||
graphics_system_ = shared_ptr<GraphicsSystem>(xe::gpu::CreateNop(¶ms));
|
||||
graphics_system_ = shared_ptr<GraphicsSystem>(xe::gpu::Create(¶ms));
|
||||
|
||||
debugger_ = shared_ptr<Debugger>(new Debugger());
|
||||
|
||||
|
|
Loading…
Reference in New Issue