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.
57 lines
1.4 KiB
C++
57 lines
1.4 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 2013 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_GPU_D3D11_D3D11_GRAPHICS_SYSTEM_H_
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#define XENIA_GPU_D3D11_D3D11_GRAPHICS_SYSTEM_H_
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#include <xenia/core.h>
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#include <xenia/gpu/graphics_system.h>
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#include <xenia/gpu/d3d11/d3d11_gpu-private.h>
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#include <d3d11.h>
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namespace xe {
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namespace gpu {
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namespace d3d11 {
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class D3D11Window;
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GraphicsSystem* Create(Emulator* emulator);
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class D3D11GraphicsSystem : public GraphicsSystem {
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public:
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D3D11GraphicsSystem(Emulator* emulator);
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virtual ~D3D11GraphicsSystem();
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protected:
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virtual void Initialize();
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virtual void Pump();
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virtual void Shutdown();
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private:
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IDXGIFactory1* dxgi_factory_;
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ID3D11Device* device_;
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D3D11Window* window_;
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HANDLE timer_queue_;
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HANDLE vsync_timer_;
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};
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} // namespace d3d11
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} // namespace gpu
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} // namespace xe
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#endif // XENIA_GPU_D3D11_D3D11_GRAPHICS_SYSTEM_H_
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