Files
Xenia-Canary/src/xenia/gpu/gl4/gl4_graphics_system.cc
2015-12-07 22:39:33 -08:00

87 lines
2.6 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 <algorithm>
#include <cstring>
#include "xenia/base/logging.h"
#include "xenia/base/profiling.h"
#include "xenia/cpu/processor.h"
#include "xenia/gpu/gl4/gl4_command_processor.h"
#include "xenia/gpu/gl4/gl4_gpu_flags.h"
#include "xenia/gpu/gpu_flags.h"
#include "xenia/ui/gl/gl_provider.h"
#include "xenia/ui/window.h"
namespace xe {
namespace gpu {
namespace gl4 {
GL4GraphicsSystem::GL4GraphicsSystem() = default;
GL4GraphicsSystem::~GL4GraphicsSystem() = default;
X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
kernel::KernelState* kernel_state,
ui::Window* target_window) {
// Must create the provider so we can create contexts.
provider_ = xe::ui::gl::GLProvider::Create(target_window);
auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
if (result) {
return result;
}
display_context_ =
reinterpret_cast<xe::ui::gl::GLContext*>(target_window->context());
return X_STATUS_SUCCESS;
}
void GL4GraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
std::unique_ptr<CommandProcessor> GL4GraphicsSystem::CreateCommandProcessor() {
return std::unique_ptr<CommandProcessor>(
new GL4CommandProcessor(this, kernel_state_));
}
void GL4GraphicsSystem::Swap(xe::ui::UIEvent* e) {
if (!command_processor_) {
return;
}
// Check for pending swap.
auto& swap_state = command_processor_->swap_state();
{
std::lock_guard<std::mutex> lock(swap_state.mutex);
if (swap_state.pending) {
swap_state.pending = false;
std::swap(swap_state.front_buffer_texture,
swap_state.back_buffer_texture);
}
}
if (!swap_state.front_buffer_texture) {
// Not yet ready.
return;
}
// Blit the frontbuffer.
display_context_->blitter()->BlitTexture2D(
static_cast<GLuint>(swap_state.front_buffer_texture),
Rect2D(0, 0, swap_state.width, swap_state.height),
Rect2D(0, 0, target_window_->width(), target_window_->height()),
GL_LINEAR, false);
}
} // namespace gl4
} // namespace gpu
} // namespace xe