Skeleton xenia::gpu::vulkan implementation, enough to start trace viewer.

This commit is contained in:
Ben Vanik
2016-02-17 21:17:12 -08:00
parent ca5902c111
commit 05107d2d3e
16 changed files with 1260 additions and 8 deletions

View File

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2016 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/vulkan/vulkan_graphics_system.h"
#include <algorithm>
#include <cstring>
#include "xenia/base/logging.h"
#include "xenia/base/profiling.h"
#include "xenia/cpu/processor.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/gpu/vulkan/vulkan_command_processor.h"
#include "xenia/gpu/vulkan/vulkan_gpu_flags.h"
#include "xenia/ui/vulkan/vulkan_provider.h"
#include "xenia/ui/window.h"
namespace xe {
namespace gpu {
namespace vulkan {
VulkanGraphicsSystem::VulkanGraphicsSystem() = default;
VulkanGraphicsSystem::~VulkanGraphicsSystem() = default;
X_STATUS VulkanGraphicsSystem::Setup(cpu::Processor* processor,
kernel::KernelState* kernel_state,
ui::Window* target_window) {
// Must create the provider so we can create contexts.
provider_ = xe::ui::vulkan::VulkanProvider::Create(target_window);
auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
if (result) {
return result;
}
display_context_ = reinterpret_cast<xe::ui::vulkan::VulkanContext*>(
target_window->context());
return X_STATUS_SUCCESS;
}
void VulkanGraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
std::unique_ptr<CommandProcessor>
VulkanGraphicsSystem::CreateCommandProcessor() {
return std::unique_ptr<CommandProcessor>(
new VulkanCommandProcessor(this, kernel_state_));
}
void VulkanGraphicsSystem::Swap(xe::ui::UIEvent* e) {
if (!command_processor_) {
return;
}
// Check for pending swap.
auto& swap_state = command_processor_->swap_state();
{
std::lock_guard<std::mutex> lock(swap_state.mutex);
if (swap_state.pending) {
swap_state.pending = false;
std::swap(swap_state.front_buffer_texture,
swap_state.back_buffer_texture);
}
}
if (!swap_state.front_buffer_texture) {
// Not yet ready.
return;
}
// Blit the frontbuffer.
// display_context_->blitter()->BlitTexture2D(
// static_cast<GLuint>(swap_state.front_buffer_texture),
// Rect2D(0, 0, swap_state.width, swap_state.height),
// Rect2D(0, 0, target_window_->width(), target_window_->height()),
// GL_LINEAR, false);
}
} // namespace vulkan
} // namespace gpu
} // namespace xe