190 lines
6.1 KiB
C++
190 lines
6.1 KiB
C++
/**
|
|
******************************************************************************
|
|
* Xenia : Xbox 360 Emulator Research Project *
|
|
******************************************************************************
|
|
* Copyright 2014 Ben Vanik. All rights reserved. *
|
|
* Released under the BSD license - see LICENSE in the root for more details. *
|
|
******************************************************************************
|
|
*/
|
|
|
|
#include <xenia/gpu/gl4/gl4_graphics_system.h>
|
|
|
|
#include <poly/threading.h>
|
|
#include <xenia/cpu/processor.h>
|
|
#include <xenia/gpu/gl4/gl4_gpu-private.h>
|
|
#include <xenia/gpu/gl4/gl4_profiler_display.h>
|
|
#include <xenia/gpu/gpu-private.h>
|
|
|
|
namespace xe {
|
|
namespace gpu {
|
|
namespace gl4 {
|
|
|
|
extern "C" GLEWContext* glewGetContext();
|
|
|
|
GL4GraphicsSystem::GL4GraphicsSystem(Emulator* 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();
|
|
std::unique_ptr<GLContext> processor_context;
|
|
loop->Post([&]() {
|
|
// Setup the GL control that actually does the drawing.
|
|
// We run here in the loop and only touch it (and its context) on this
|
|
// thread. That means some sync-fu when we want to swap.
|
|
control_ = std::make_unique<WGLControl>(loop);
|
|
emulator_->main_window()->AddChild(control_.get());
|
|
|
|
// Setup the GL context the command processor will do all its drawing in.
|
|
// It's shared with the control context so that we can resolve framebuffers
|
|
// from it.
|
|
processor_context = control_->context()->CreateShared();
|
|
|
|
{
|
|
GLContextLock context_lock(control_->context());
|
|
auto profiler_display =
|
|
std::make_unique<GL4ProfilerDisplay>(control_.get());
|
|
Profiler::set_display(std::move(profiler_display));
|
|
}
|
|
|
|
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);
|
|
if (!command_processor_->Initialize(std::move(processor_context))) {
|
|
PLOGE("Unable to initialize command processor");
|
|
return X_STATUS_UNSUCCESSFUL;
|
|
}
|
|
command_processor_->set_swap_handler(
|
|
[this](const SwapParameters& swap_params) { SwapHandler(swap_params); });
|
|
|
|
// 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_->InitializeRingBuffer(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(const SwapParameters& swap_params) {
|
|
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([&]() {
|
|
glBlitNamedFramebuffer(swap_params.framebuffer, 0, swap_params.x,
|
|
swap_params.y, swap_params.x + swap_params.width,
|
|
swap_params.y + swap_params.height, 0, 0,
|
|
control_->width(), control_->height(),
|
|
GL_COLOR_BUFFER_BIT, GL_LINEAR);
|
|
});
|
|
|
|
// 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
|
|
} // namespace gpu
|
|
} // namespace xe
|