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.
This commit is contained in:
Ben Vanik
2013-10-23 20:42:24 -07:00
parent c996a4bbaf
commit b7ffd46319
182 changed files with 3919 additions and 3286 deletions

View File

@@ -21,7 +21,8 @@ using namespace xe::gpu::d3d11;
namespace {
void __stdcall D3D11GraphicsSystemVsyncCallback(D3D11GraphicsSystem* gs, BOOLEAN) {
void __stdcall D3D11GraphicsSystemVsyncCallback(
D3D11GraphicsSystem* gs, BOOLEAN) {
gs->MarkVblank();
gs->DispatchInterruptCallback(0);
}
@@ -29,10 +30,10 @@ void __stdcall D3D11GraphicsSystemVsyncCallback(D3D11GraphicsSystem* gs, BOOLEAN
}
D3D11GraphicsSystem::D3D11GraphicsSystem(const CreationParams* params) :
D3D11GraphicsSystem::D3D11GraphicsSystem(Emulator* emulator) :
window_(0), dxgi_factory_(0), device_(0),
timer_queue_(NULL), vsync_timer_(NULL),
GraphicsSystem(params) {
GraphicsSystem(emulator) {
}
D3D11GraphicsSystem::~D3D11GraphicsSystem() {
@@ -78,7 +79,7 @@ void D3D11GraphicsSystem::Initialize() {
}
// Just go with the default for now.
adapter = 0;
D3D_DRIVER_TYPE driver_type =
adapter ? D3D_DRIVER_TYPE_UNKNOWN : D3D_DRIVER_TYPE_HARDWARE;