[Vulkan v2] Physical device, [D3D12] Small cleanup

This commit is contained in:
Triang3l
2019-08-08 00:08:20 +03:00
parent 40471dff32
commit 2334e475de
21 changed files with 835 additions and 47 deletions

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@@ -50,11 +50,12 @@ class D3D12GraphicsSystem : public GraphicsSystem {
D3D12_GPU_DESCRIPTOR_HANDLE* gamma_ramp_handle, float gamma_ramp_inv_size,
DeferredCommandList& command_list);
private:
protected:
std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
void Swap(xe::ui::UIEvent* e) override;
private:
ui::d3d12::D3D12Context* display_context_ = nullptr;
ID3D12RootSignature* stretch_root_signature_ = nullptr;

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@@ -0,0 +1,19 @@
project_root = "../../../.."
include(project_root.."/tools/build")
group("src")
project("xenia-gpu-vk")
uuid("66c9afbb-798a-405d-80a1-7bda473e700d")
kind("StaticLib")
language("C++")
links({
"xenia-base",
"xenia-gpu",
"xenia-ui",
"xenia-ui-vk",
"xxhash",
})
local_platform_files()
files({
"shaders/bin/*.h",
})

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@@ -0,0 +1,46 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2019 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/vk/vulkan_command_processor.h"
namespace xe {
namespace gpu {
namespace vk {
VulkanCommandProcessor::VulkanCommandProcessor(
VulkanGraphicsSystem* graphics_system, kernel::KernelState* kernel_state)
: CommandProcessor(graphics_system, kernel_state) {}
VulkanCommandProcessor::~VulkanCommandProcessor() = default;
bool VulkanCommandProcessor::SetupContext() { return true; }
void VulkanCommandProcessor::ShutdownContext() {}
void VulkanCommandProcessor::PerformSwap(uint32_t frontbuffer_ptr,
uint32_t frontbuffer_width,
uint32_t frontbuffer_height) {}
Shader* VulkanCommandProcessor::LoadShader(ShaderType shader_type,
uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) {
return nullptr;
}
bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
uint32_t index_count,
IndexBufferInfo* index_buffer_info) {
return true;
}
bool VulkanCommandProcessor::IssueCopy() { return true; }
} // namespace vk
} // namespace gpu
} // namespace xe

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@@ -0,0 +1,47 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2019 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_VK_VULKAN_COMMAND_PROCESSOR_H_
#define XENIA_GPU_VK_VULKAN_COMMAND_PROCESSOR_H_
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/vk/vulkan_graphics_system.h"
#include "xenia/kernel/kernel_state.h"
namespace xe {
namespace gpu {
namespace vk {
class VulkanCommandProcessor : public CommandProcessor {
public:
explicit VulkanCommandProcessor(VulkanGraphicsSystem* graphics_system,
kernel::KernelState* kernel_state);
~VulkanCommandProcessor();
protected:
bool SetupContext() override;
void ShutdownContext() override;
void PerformSwap(uint32_t frontbuffer_ptr, uint32_t frontbuffer_width,
uint32_t frontbuffer_height) override;
Shader* LoadShader(ShaderType shader_type, uint32_t guest_address,
const uint32_t* host_address,
uint32_t dword_count) override;
bool IssueDraw(PrimitiveType primitive_type, uint32_t index_count,
IndexBufferInfo* index_buffer_info) override;
bool IssueCopy() override;
};
} // namespace vk
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_VK_VULKAN_COMMAND_PROCESSOR_H_

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@@ -0,0 +1,54 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2019 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#include "xenia/gpu/vk/vulkan_graphics_system.h"
#include "xenia/gpu/vk/vulkan_command_processor.h"
namespace xe {
namespace gpu {
namespace vk {
VulkanGraphicsSystem::VulkanGraphicsSystem() {}
VulkanGraphicsSystem::~VulkanGraphicsSystem() {}
std::wstring VulkanGraphicsSystem::name() const { return L"Vulkan Prototype"; }
X_STATUS VulkanGraphicsSystem::Setup(cpu::Processor* processor,
kernel::KernelState* kernel_state,
ui::Window* target_window) {
provider_ = xe::ui::vk::VulkanProvider::Create(target_window);
auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
if (result != X_STATUS_SUCCESS) {
return result;
}
if (target_window) {
display_context_ =
reinterpret_cast<xe::ui::vk::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) {}
} // namespace vk
} // namespace gpu
} // namespace xe

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@@ -0,0 +1,49 @@
/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2019 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_VK_VULKAN_GRAPHICS_SYSTEM_H_
#define XENIA_GPU_VK_VULKAN_GRAPHICS_SYSTEM_H_
#include <memory>
#include "xenia/gpu/command_processor.h"
#include "xenia/gpu/graphics_system.h"
#include "xenia/ui/vk/vulkan_context.h"
namespace xe {
namespace gpu {
namespace vk {
class VulkanGraphicsSystem : public GraphicsSystem {
public:
VulkanGraphicsSystem();
~VulkanGraphicsSystem() override;
static bool IsAvailable() { return true; }
std::wstring name() const override;
X_STATUS Setup(cpu::Processor* processor, kernel::KernelState* kernel_state,
ui::Window* target_window) override;
void Shutdown() override;
protected:
std::unique_ptr<CommandProcessor> CreateCommandProcessor() override;
void Swap(xe::ui::UIEvent* e) override;
private:
ui::vk::VulkanContext* display_context_ = nullptr;
};
} // namespace vk
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_VK_VULKAN_GRAPHICS_SYSTEM_H_