Files
Xenia-Canary/src/xenia/gpu/graphics_system.h
Ben Vanik b7ffd46319 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.
2013-10-23 20:42:24 -07:00

99 lines
2.8 KiB
C++

/**
******************************************************************************
* Xenia : Xbox 360 Emulator Research Project *
******************************************************************************
* Copyright 2013 Ben Vanik. All rights reserved. *
* Released under the BSD license - see LICENSE in the root for more details. *
******************************************************************************
*/
#ifndef XENIA_GPU_GRAPHICS_SYSTEM_H_
#define XENIA_GPU_GRAPHICS_SYSTEM_H_
#include <xenia/core.h>
#include <xenia/xbox.h>
XEDECLARECLASS1(xe, Emulator);
XEDECLARECLASS2(xe, cpu, Processor);
namespace xe {
namespace gpu {
class GraphicsDriver;
class RingBufferWorker;
class GraphicsSystem {
public:
virtual ~GraphicsSystem();
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);
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; }
protected:
virtual void Initialize();
virtual void Pump() = 0;
virtual void Shutdown();
private:
static void ThreadStartThunk(GraphicsSystem* this_ptr) {
this_ptr->ThreadStart();
}
void ThreadStart();
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_;
cpu::Processor* processor_;
xe_run_loop_ref run_loop_;
xe_thread_ref thread_;
bool running_;
GraphicsDriver* driver_;
RingBufferWorker* worker_;
uint32_t interrupt_callback_;
uint32_t interrupt_callback_data_;
double last_interrupt_time_;
bool swap_pending_;
};
} // namespace gpu
} // namespace xe
#endif // XENIA_GPU_GRAPHICS_SYSTEM_H_