87 lines
2.6 KiB
C++
87 lines
2.6 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 2014 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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#include "xenia/gpu/gl4/gl4_graphics_system.h"
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#include <algorithm>
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#include <cstring>
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#include "xenia/base/logging.h"
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#include "xenia/base/profiling.h"
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#include "xenia/cpu/processor.h"
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#include "xenia/gpu/gl4/gl4_command_processor.h"
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#include "xenia/gpu/gl4/gl4_gpu_flags.h"
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#include "xenia/gpu/gpu_flags.h"
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#include "xenia/ui/gl/gl_provider.h"
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#include "xenia/ui/window.h"
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namespace xe {
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namespace gpu {
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namespace gl4 {
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GL4GraphicsSystem::GL4GraphicsSystem() = default;
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GL4GraphicsSystem::~GL4GraphicsSystem() = default;
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X_STATUS GL4GraphicsSystem::Setup(cpu::Processor* processor,
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kernel::KernelState* kernel_state,
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ui::Window* target_window) {
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// Must create the provider so we can create contexts.
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provider_ = xe::ui::gl::GLProvider::Create(target_window);
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auto result = GraphicsSystem::Setup(processor, kernel_state, target_window);
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if (result) {
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return result;
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}
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display_context_ =
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reinterpret_cast<xe::ui::gl::GLContext*>(target_window->context());
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return X_STATUS_SUCCESS;
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}
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void GL4GraphicsSystem::Shutdown() { GraphicsSystem::Shutdown(); }
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std::unique_ptr<CommandProcessor> GL4GraphicsSystem::CreateCommandProcessor() {
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return std::unique_ptr<CommandProcessor>(
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new GL4CommandProcessor(this, kernel_state_));
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}
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void GL4GraphicsSystem::Swap(xe::ui::UIEvent* e) {
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if (!command_processor_) {
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return;
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}
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// Check for pending swap.
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auto& swap_state = command_processor_->swap_state();
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{
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std::lock_guard<std::mutex> lock(swap_state.mutex);
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if (swap_state.pending) {
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swap_state.pending = false;
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std::swap(swap_state.front_buffer_texture,
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swap_state.back_buffer_texture);
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}
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}
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if (!swap_state.front_buffer_texture) {
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// Not yet ready.
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return;
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}
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// Blit the frontbuffer.
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display_context_->blitter()->BlitTexture2D(
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static_cast<GLuint>(swap_state.front_buffer_texture),
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Rect2D(0, 0, swap_state.width, swap_state.height),
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Rect2D(0, 0, target_window_->width(), target_window_->height()),
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GL_LINEAR, false);
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}
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} // namespace gl4
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} // namespace gpu
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} // namespace xe
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