Add xenia-ui crate; switch analysis store to DuckDB

Workspace gains a new xenia-ui member that owns the winit/wgpu
window, the Xenos display pipeline (xenos_pipeline + render +
texture_cache_host), HUD font/blit shaders, and the input-bridge
plumbing the app uses to surface guest framebuffers and overlays.

Workspace dependencies grow accordingly: rusqlite is replaced with
duckdb (analysis pipeline now writes DuckDB stores), and tracing /
metrics / pprof / winit / wgpu / gilrs / pollster / crossbeam /
bytemuck are added at workspace level so xenia-ui and xenia-app
share versions. Cargo.lock regenerated.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
MechaCat02
2026-05-01 16:26:48 +02:00
parent f166d061be
commit e2b8860e10
13 changed files with 7534 additions and 42 deletions

View File

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//! UI/kernel bridge construction.
//!
//! The UI side owns:
//! - a gamepad snapshot cell (writer) + connected flag (writer),
//! - a shared staging buffer that the CPU thread fills with the guest's
//! frontbuffer bytes on each `VdSwap`,
//! - an `EventLoopProxy<SwapEvent>` to wake winit with a redraw request,
//! - a shutdown atomic the UI flips on window close.
//!
//! The kernel side gets a [`xenia_kernel::UiBridge`] made from closures over
//! the same shared state, so it can read gamepad + post swaps from the CPU
//! thread without knowing about winit.
use std::collections::HashMap;
use std::sync::Arc;
use std::sync::atomic::{AtomicBool, AtomicU64, Ordering};
use std::sync::Mutex;
use crossbeam_utils::atomic::AtomicCell;
use winit::event_loop::EventLoopProxy;
use xenia_gpu::texture_cache::TextureKey;
use xenia_gpu::xenos_constants::XenosConstantsBlock;
use xenia_hid::GamepadState;
use xenia_kernel::{SwapInfo, UiBridge};
use xenia_memory::MemoryAccess;
/// Snapshot of the guest frontbuffer, copied out of guest memory on each
/// `VdSwap` so the UI thread can upload it without touching the CPU thread's
/// [`xenia_memory::GuestMemory`].
#[derive(Default)]
pub struct FrontbufferSnapshot {
/// Width of the most-recently-swapped frontbuffer, in pixels.
pub width: u32,
/// Height in pixels.
pub height: u32,
/// Tightly-packed RGBA8 bytes (`width * height * 4`). Decoded from the
/// raw guest bytes by the kernel-side closure (see [`build`]).
pub rgba: Vec<u8>,
/// Monotonic counter so the UI can tell new frames apart from stale
/// re-reads.
pub revision: u64,
/// The most recent swap metadata. Kept alongside the bytes for HUD use.
pub info: Option<SwapInfo>,
}
/// The UI-side half of the bridge. Installed into the [`App`](crate::app)
/// that runs on the main thread.
pub struct UiHandles {
pub gamepad: Arc<AtomicCell<GamepadState>>,
pub gamepad_connected: Arc<AtomicBool>,
pub shutdown: Arc<AtomicBool>,
pub frontbuffer: Arc<Mutex<FrontbufferSnapshot>>,
/// Live-updated summed CPU instruction counter. The `xenia-app` run
/// loop stores `cycle_count` into this every ~10k instructions so the
/// HUD keeps animating even before the first `VdSwap` fires. Authoritative
/// counter comes from scheduler HW-thread contexts; this atomic is just
/// a cross-thread cache.
pub instructions_counter: Arc<AtomicU64>,
/// P3b assets: cloned by `vd_swap` via `UiBridge::publish_assets`.
/// The UI redraw path reads them (mutex-guarded) alongside the
/// corresponding `SwapInfo` and passes them to the Xenos pipeline.
pub shader_blobs: Arc<Mutex<HashMap<u32, Vec<u32>>>>,
pub xenos_constants: Arc<Mutex<XenosConstantsBlock>>,
/// P5 primary texture — `None` means "no texture this frame, use
/// the magenta stub"; `Some((key, bytes))` means the kernel decoded
/// fetch-constant slot 0 into linear bytes that the UI should
/// upload into the host cache and bind at `@group(1) @binding(0)`.
pub primary_texture: Arc<Mutex<Option<(TextureKey, Vec<u8>)>>>,
}
/// Swap event posted by the CPU-side `VdSwap` handler via
/// [`EventLoopProxy::send_event`] after the frontbuffer bytes have been
/// copied into [`UiHandles::frontbuffer`].
#[derive(Clone, Copy, Debug)]
pub struct SwapEvent(pub SwapInfo);
/// Build a paired ([`UiHandles`], [`UiBridge`]).
///
/// The proxy is the winit user-event injector for a freshly-constructed
/// `EventLoop<SwapEvent>`; `xenia-app` owns the event loop and keeps the
/// `UiHandles` alongside it.
pub fn build(proxy: EventLoopProxy<SwapEvent>) -> (UiHandles, UiBridge) {
let gamepad = Arc::new(AtomicCell::new(GamepadState::default()));
let gamepad_connected = Arc::new(AtomicBool::new(false));
let shutdown = Arc::new(AtomicBool::new(false));
let frontbuffer = Arc::new(Mutex::new(FrontbufferSnapshot::default()));
let instructions_counter = Arc::new(AtomicU64::new(0));
let shader_blobs = Arc::new(Mutex::new(HashMap::<u32, Vec<u32>>::new()));
let xenos_constants = Arc::new(Mutex::new(XenosConstantsBlock::default()));
let primary_texture: Arc<Mutex<Option<(TextureKey, Vec<u8>)>>> =
Arc::new(Mutex::new(None));
let kernel_bridge = UiBridge {
gamepad: {
let gp = Arc::clone(&gamepad);
Arc::new(move || gp.load())
},
// `post_swap` now only bumps the SwapInfo + revision; the RGBA
// bytes arrive via `publish_frontbuffer` earlier in the same
// `VdSwap` (P4 replaced the raw-scrape path with a CPU-side
// detile). Posting the swap event after the bytes land guarantees
// the UI's redraw path sees the latest pixels.
post_swap: {
let proxy = proxy.clone();
let fb = Arc::clone(&frontbuffer);
Arc::new(move |info: SwapInfo, _mem: &dyn MemoryAccess| {
if let Ok(mut lock) = fb.lock() {
lock.info = Some(info);
lock.revision = lock.revision.wrapping_add(1);
}
let _ = proxy.send_event(SwapEvent(info));
})
},
shutdown: Arc::clone(&shutdown),
gamepad_connected: Arc::clone(&gamepad_connected),
instructions_counter: Arc::clone(&instructions_counter),
publish_xenos_assets: {
let blobs = Arc::clone(&shader_blobs);
let consts = Arc::clone(&xenos_constants);
Arc::new(move |new_blobs, new_consts| {
if let Ok(mut g) = blobs.lock() {
*g = new_blobs;
}
if let Ok(mut g) = consts.lock() {
*g = new_consts;
}
})
},
publish_frontbuffer: {
let fb = Arc::clone(&frontbuffer);
Arc::new(move |w, h, bytes| {
if let Ok(mut lock) = fb.lock() {
lock.width = w;
lock.height = h;
lock.rgba = bytes;
}
})
},
publish_texture: {
let tex = Arc::clone(&primary_texture);
Arc::new(move |payload| {
if let Ok(mut lock) = tex.lock() {
*lock = payload;
}
})
},
};
let handles = UiHandles {
gamepad,
gamepad_connected,
shutdown,
frontbuffer,
instructions_counter,
shader_blobs,
xenos_constants,
primary_texture,
};
(handles, kernel_bridge)
}
impl UiHandles {
pub fn request_shutdown(&self) {
self.shutdown.store(true, Ordering::Relaxed);
}
}