Massive refactoring of all code + audio skeleton.
This should make it easier to find files and (in the future) split things up into separate libraries. It also changes around emulator initialization to make it a little more difficult to do things out of order and a little more sensible as to when real init work happens. Also adding a skeleton audio system/driver and reworking CPU register access to be more extensible.
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@@ -21,7 +21,8 @@ using namespace xe::gpu::d3d11;
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namespace {
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void __stdcall D3D11GraphicsSystemVsyncCallback(D3D11GraphicsSystem* gs, BOOLEAN) {
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void __stdcall D3D11GraphicsSystemVsyncCallback(
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D3D11GraphicsSystem* gs, BOOLEAN) {
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gs->MarkVblank();
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gs->DispatchInterruptCallback(0);
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}
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@@ -29,10 +30,10 @@ void __stdcall D3D11GraphicsSystemVsyncCallback(D3D11GraphicsSystem* gs, BOOLEAN
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}
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D3D11GraphicsSystem::D3D11GraphicsSystem(const CreationParams* params) :
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D3D11GraphicsSystem::D3D11GraphicsSystem(Emulator* emulator) :
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window_(0), dxgi_factory_(0), device_(0),
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timer_queue_(NULL), vsync_timer_(NULL),
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GraphicsSystem(params) {
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GraphicsSystem(emulator) {
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}
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D3D11GraphicsSystem::~D3D11GraphicsSystem() {
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@@ -78,7 +79,7 @@ void D3D11GraphicsSystem::Initialize() {
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}
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// Just go with the default for now.
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adapter = 0;
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D3D_DRIVER_TYPE driver_type =
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adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE;
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