Files
Xenia-Canary/src/xenia/gpu/gl4/gl4_graphics_system.cc
2015-01-02 17:26:02 -08:00

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