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

@@ -11,13 +11,11 @@
#define XENIA_GPU_GRAPHICS_SYSTEM_H_
#include <xenia/core.h>
#include <xenia/xbox.h>
namespace xe {
namespace cpu {
class Processor;
} // namespace cpu
} // namespace xe
XEDECLARECLASS1(xe, Emulator);
XEDECLARECLASS2(xe, cpu, Processor);
namespace xe {
@@ -27,47 +25,29 @@ class GraphicsDriver;
class RingBufferWorker;
class CreationParams {
public:
xe_memory_ref memory;
CreationParams() :
memory(0) {
}
};
class GraphicsSystem {
public:
virtual ~GraphicsSystem();
xe_memory_ref memory();
shared_ptr<cpu::Processor> processor();
void set_processor(shared_ptr<cpu::Processor> processor);
Emulator* emulator() const { return emulator_; }
xe_memory_ref memory() const { return memory_; }
cpu::Processor* processor() const { return processor_; }
virtual X_STATUS Setup();
void SetInterruptCallback(uint32_t callback, uint32_t user_data);
void InitializeRingBuffer(uint32_t ptr, uint32_t page_count);
void EnableReadPointerWriteBack(uint32_t ptr, uint32_t block_size);
virtual uint64_t ReadRegister(uint32_t r);
virtual void WriteRegister(uint32_t r, uint64_t value);
bool HandlesRegister(uint32_t addr);
virtual uint64_t ReadRegister(uint32_t addr);
virtual void WriteRegister(uint32_t addr, uint64_t value);
void MarkVblank();
void DispatchInterruptCallback(uint32_t source, uint32_t cpu = 0xFFFFFFFF);
bool swap_pending() const { return swap_pending_; }
void set_swap_pending(bool value) { swap_pending_ = value; }
public:
// TODO(benvanik): have an HasRegisterHandler() so that the JIT can
// just poke the register file directly.
static uint64_t ReadRegisterThunk(GraphicsSystem* this_ptr, uint32_t r) {
return this_ptr->ReadRegister(r);
}
static void WriteRegisterThunk(GraphicsSystem* this_ptr, uint32_t r,
uint64_t value) {
this_ptr->WriteRegister(r, value);
}
protected:
virtual void Initialize();
virtual void Pump() = 0;
@@ -79,12 +59,24 @@ private:
}
void ThreadStart();
protected:
GraphicsSystem(const CreationParams* params);
static bool HandlesRegisterThunk(GraphicsSystem* gs, uint32_t addr) {
return gs->HandlesRegister(addr);
}
static uint64_t ReadRegisterThunk(GraphicsSystem* gs, uint32_t addr) {
return gs->ReadRegister(addr);
}
static void WriteRegisterThunk(GraphicsSystem* gs, uint32_t addr,
uint64_t value) {
gs->WriteRegister(addr, value);
}
protected:
GraphicsSystem(Emulator* emulator);
Emulator* emulator_;
xe_memory_ref memory_;
shared_ptr<cpu::Processor> processor_;
cpu::Processor* processor_;
xe_run_loop_ref run_loop_;
xe_thread_ref thread_;
bool running_;