GL4 command processor.

This commit is contained in:
Ben Vanik
2014-12-22 14:25:34 -08:00
parent 42e6a44624
commit f8325512d7
13 changed files with 1279 additions and 32 deletions

View File

@@ -9,26 +9,148 @@
#include <xenia/gpu/gl4/gl4_graphics_system.h>
#include <poly/threading.h>
#include <xenia/cpu/processor.h>
#include <xenia/gpu/gpu-private.h>
namespace xe {
namespace gpu {
namespace gl4 {
GL4GraphicsSystem::GL4GraphicsSystem(Emulator* emulator)
: GraphicsSystem(emulator) {}
: GraphicsSystem(emulator), timer_queue_(nullptr), vsync_timer_(nullptr) {}
GL4GraphicsSystem::~GL4GraphicsSystem() = default;
X_STATUS GL4GraphicsSystem::Setup() {
auto result = GraphicsSystem::Setup();
if (result) {
return result;
}
// Create rendering control.
// This must happen on the UI thread.
poly::threading::Fence control_ready_fence;
auto loop = emulator_->main_window()->loop();
loop->Post([this]() {
control_ = std::make_unique<WGLControl>();
loop->Post([&]() {
control_ = std::make_unique<WGLControl>(loop);
emulator_->main_window()->AddChild(control_.get());
control_ready_fence.Signal();
});
control_ready_fence.Wait();
// Create command processor. This will spin up a thread to process all
// incoming ringbuffer packets.
command_processor_ = std::make_unique<CommandProcessor>(this);
command_processor_->set_swap_handler(
std::bind(&GL4GraphicsSystem::SwapHandler, this));
// Let the processor know we want register access callbacks.
emulator_->memory()->AddMappedRange(
0x7FC80000, 0xFFFF0000, 0x0000FFFF, this,
reinterpret_cast<cpu::MMIOReadCallback>(MMIOReadRegisterThunk),
reinterpret_cast<cpu::MMIOWriteCallback>(MMIOWriteRegisterThunk));
// 60hz vsync timer.
timer_queue_ = CreateTimerQueue();
CreateTimerQueueTimer(&vsync_timer_, timer_queue_,
(WAITORTIMERCALLBACK)VsyncCallbackThunk, this, 16, 16,
WT_EXECUTEINTIMERTHREAD);
return X_STATUS_SUCCESS;
}
void GL4GraphicsSystem::Shutdown() {
DeleteTimerQueueTimer(timer_queue_, vsync_timer_, nullptr);
DeleteTimerQueue(timer_queue_);
command_processor_->Shutdown();
// TODO(benvanik): remove mapped range.
command_processor_.reset();
control_.reset();
GraphicsSystem::Shutdown();
}
void GL4GraphicsSystem::InitializeRingBuffer(uint32_t ptr,
uint32_t page_count) {
command_processor_->Initialize(ptr, page_count);
}
void GL4GraphicsSystem::EnableReadPointerWriteBack(uint32_t ptr,
uint32_t block_size) {
command_processor_->EnableReadPointerWriteBack(ptr, block_size);
}
void GL4GraphicsSystem::MarkVblank() {
static bool thread_name_set = false;
if (!thread_name_set) {
thread_name_set = true;
Profiler::ThreadEnter("GL4 Vsync Timer");
}
SCOPE_profile_cpu_f("gpu");
// Increment vblank counter (so the game sees us making progress).
command_processor_->increment_counter();
// TODO(benvanik): we shouldn't need to do the dispatch here, but there's
// something wrong and the CP will block waiting for code that
// needs to be run in the interrupt.
DispatchInterruptCallback(0, 2);
}
void GL4GraphicsSystem::SwapHandler() {
SCOPE_profile_cpu_f("gpu");
// Swap requested. Synchronously post a request to the loop so that
// we do the swap in the right thread.
control_->SynchronousRepaint();
// Roll over vblank.
MarkVblank();
}
uint64_t GL4GraphicsSystem::ReadRegister(uint64_t addr) {
uint32_t r = addr & 0xFFFF;
if (FLAGS_trace_ring_buffer) {
XELOGGPU("ReadRegister(%.4X)", r);
}
switch (r) {
case 0x6530: // ????
return 1;
case 0x6544: // ? vblank pending?
return 1;
case 0x6584: // ????
return 1;
}
assert_true(r >= 0 && r < RegisterFile::kRegisterCount);
return register_file_.values[r].u32;
}
void GL4GraphicsSystem::WriteRegister(uint64_t addr, uint64_t value) {
uint32_t r = addr & 0xFFFF;
if (FLAGS_trace_ring_buffer) {
XELOGGPU("WriteRegister(%.4X, %.8X)", r, value);
}
switch (r) {
case 0x0714: // CP_RB_WPTR
command_processor_->UpdateWritePointer(static_cast<uint32_t>(value));
break;
case 0x6110: // ? swap related?
XELOGW("Unimplemented GPU register %.4X write: %.8X", r, value);
return;
default:
XELOGW("Unknown GPU register %.4X write: %.8X", r, value);
break;
}
assert_true(r >= 0 && r < RegisterFile::kRegisterCount);
register_file_.values[r].u32 = static_cast<uint32_t>(value);
}
} // namespace gl4