Massive refactoring of xenia::ui and GL swap behavior.

This seems to dramatically improve most games (especially with
--vsync=false), though it may cause swap issues with others.
New code should be easier to port, and enables elemental-forms to be
drawn for any emulator UI.
This commit is contained in:
Ben Vanik
2015-07-12 22:03:47 -07:00
parent e69c7b00a8
commit 15c17459be
61 changed files with 1994 additions and 2623 deletions

60
src/xenia/ui/loop_win.h Normal file
View File

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/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2014 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_UI_LOOP_WIN_H_
#define XENIA_UI_LOOP_WIN_H_
#include <mutex>
#include <list>
#include <thread>
#include "xenia/base/mutex.h"
#include "xenia/base/platform.h"
#include "xenia/base/threading.h"
#include "xenia/ui/loop.h"
namespace xe {
namespace ui {
class Win32Loop : public Loop {
public:
Win32Loop();
~Win32Loop() override;
void Post(std::function<void()> fn) override;
void PostDelayed(std::function<void()> fn, uint64_t delay_millis) override;
void Quit() override;
void AwaitQuit() override;
private:
struct PendingTimer {
Win32Loop* loop;
HANDLE timer_queue;
HANDLE timer_handle;
std::function<void()> fn;
};
void ThreadMain();
static void TimerQueueCallback(void* context, uint8_t);
std::thread thread_;
DWORD thread_id_;
xe::threading::Fence quit_fence_;
HANDLE timer_queue_;
xe::mutex pending_timers_mutex_;
std::list<PendingTimer*> pending_timers_;
};
} // namespace ui
} // namespace xe
#endif // XENIA_UI_LOOP_WIN_H_