ppsspp/GPU/GLES/GPU_GLES.h

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// Copyright (c) 2012- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <string>
#include <vector>
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#include "Common/File/Path.h"
#include "GPU/GPUCommon.h"
#include "GPU/Common/TextureShaderCommon.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/FragmentTestCacheGLES.h"
class ShaderManagerGLES;
class TextureCacheGLES;
class LinkedShader;
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class GPU_GLES : public GPUCommon {
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public:
GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
~GPU_GLES();
// This gets called on startup and when we get back from settings.
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void CheckGPUFeatures() override;
bool IsReady() override;
void CancelReady() override;
void PreExecuteOp(u32 op, u32 diff) override;
void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxState() override;
void GetStats(char *buffer, size_t bufsize) override;
void ClearCacheNextFrame() override;
void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
void DeviceRestore() override;
void DoState(PointerWrap &p) override;
void ClearShaderCache() override;
void CleanupBeforeUI() override;
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
void BeginHostFrame() override;
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void EndHostFrame() override;
protected:
void FinishDeferred() override;
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private:
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void Flush() {
drawEngine_.Flush();
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}
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void CheckFlushOp(int cmd, u32 diff);
void BuildReportingInfo();
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void InitClear() override;
void BeginFrame() override;
void CopyDisplayToOutput(bool reallyDirty) override;
void Reinitialize() override;
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FramebufferManagerGLES *framebufferManagerGL_;
TextureCacheGLES *textureCacheGL_;
DrawEngineGLES drawEngine_;
FragmentTestCacheGLES fragmentTestCache_;
ShaderManagerGLES *shaderManagerGL_;
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Path shaderCachePath_;
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};