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