This seems to dramatically improve most games (especially with --vsync=false), though it may cause swap issues with others. New code should be easier to port, and enables elemental-forms to be drawn for any emulator UI.
59 lines
1.5 KiB
C++
59 lines
1.5 KiB
C++
/**
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******************************************************************************
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* Xenia : Xbox 360 Emulator Research Project *
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******************************************************************************
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* Copyright 2015 Ben Vanik. All rights reserved. *
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* Released under the BSD license - see LICENSE in the root for more details. *
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******************************************************************************
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*/
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#ifndef XENIA_DEBUG_UI_MAIN_WINDOW_H_
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#define XENIA_DEBUG_UI_MAIN_WINDOW_H_
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#include <memory>
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#include "el/elements.h"
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#include "xenia/debug/ui/application.h"
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#include "xenia/debug/ui/views/cpu/cpu_view.h"
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#include "xenia/debug/ui/views/gpu/gpu_view.h"
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#include "xenia/ui/window.h"
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namespace xe {
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namespace debug {
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namespace ui {
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class MainWindow {
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public:
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MainWindow(Application* app);
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~MainWindow();
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Application* app() const { return app_; }
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bool Initialize();
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// void NavigateToCpuView(uint32_t address);
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private:
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void BuildUI();
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void OnClose();
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Application* app_ = nullptr;
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std::unique_ptr<xe::ui::Window> platform_window_;
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std::unique_ptr<el::Window> window_;
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struct {
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el::SplitContainer* split_container;
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el::LayoutBox* toolbar_box;
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el::TabContainer* tab_container;
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} ui_ = {0};
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views::cpu::CpuView cpu_view_;
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views::gpu::GpuView gpu_view_;
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};
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} // namespace ui
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} // namespace debug
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} // namespace xe
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#endif // XENIA_DEBUG_UI_MAIN_WINDOW_H_
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