ppsspp/GPU/GPUInterface.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.
// 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
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#include "../Globals.h"
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#include "GPUState.h"
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#include "Core/HLE/sceKernelThread.h"
#include <list>
class PointerWrap;
enum DisplayListStatus
{
/** The list has been completed */
PSP_GE_LIST_COMPLETED = 0,
/** The list is queued but not executed yet */
PSP_GE_LIST_QUEUED = 1,
/** The list is currently being executed */
PSP_GE_LIST_DRAWING = 2,
/** The list was stopped because it encountered stall address */
PSP_GE_LIST_STALLING = 3,
/** The list is paused because of a signal or sceGeBreak */
PSP_GE_LIST_PAUSED = 4,
};
enum DisplayListState
{
/** No state assigned, the list is empty */
PSP_GE_DL_STATE_NONE = 0,
/** The list has been queued */
PSP_GE_DL_STATE_QUEUED = 1,
/** The list is being executed */
PSP_GE_DL_STATE_RUNNING = 2,
/** The list was completed and will be removed */
PSP_GE_DL_STATE_COMPLETED = 3,
/** The list has been paused by a signal */
PSP_GE_DL_STATE_PAUSED = 4,
};
enum SignalBehavior
{
PSP_GE_SIGNAL_NONE = 0x00,
PSP_GE_SIGNAL_HANDLER_SUSPEND = 0x01,
PSP_GE_SIGNAL_HANDLER_CONTINUE = 0x02,
PSP_GE_SIGNAL_HANDLER_PAUSE = 0x03,
PSP_GE_SIGNAL_SYNC = 0x08,
PSP_GE_SIGNAL_JUMP = 0x10,
PSP_GE_SIGNAL_CALL = 0x11,
PSP_GE_SIGNAL_RET = 0x12,
PSP_GE_SIGNAL_RJUMP = 0x13,
PSP_GE_SIGNAL_RCALL = 0x14,
PSP_GE_SIGNAL_OJUMP = 0x15,
PSP_GE_SIGNAL_OCALL = 0x16,
PSP_GE_SIGNAL_RTBP0 = 0x20,
PSP_GE_SIGNAL_RTBP1 = 0x21,
PSP_GE_SIGNAL_RTBP2 = 0x22,
PSP_GE_SIGNAL_RTBP3 = 0x23,
PSP_GE_SIGNAL_RTBP4 = 0x24,
PSP_GE_SIGNAL_RTBP5 = 0x25,
PSP_GE_SIGNAL_RTBP6 = 0x26,
PSP_GE_SIGNAL_RTBP7 = 0x27,
PSP_GE_SIGNAL_OTBP0 = 0x28,
PSP_GE_SIGNAL_OTBP1 = 0x29,
PSP_GE_SIGNAL_OTBP2 = 0x2A,
PSP_GE_SIGNAL_OTBP3 = 0x2B,
PSP_GE_SIGNAL_OTBP4 = 0x2C,
PSP_GE_SIGNAL_OTBP5 = 0x2D,
PSP_GE_SIGNAL_OTBP6 = 0x2E,
PSP_GE_SIGNAL_OTBP7 = 0x2F,
PSP_GE_SIGNAL_RCBP = 0x30,
PSP_GE_SIGNAL_OCBP = 0x38,
PSP_GE_SIGNAL_BREAK1 = 0xF0,
PSP_GE_SIGNAL_BREAK2 = 0xFF,
};
enum GPUState
{
GPUSTATE_RUNNING = 0,
GPUSTATE_DONE = 1,
GPUSTATE_STALL = 2,
GPUSTATE_INTERRUPT = 3,
GPUSTATE_ERROR = 4,
};
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// Used for debug
struct FramebufferInfo
{
u32 fb_address;
u32 z_address;
int format;
u32 width;
u32 height;
void* fbo;
};
struct DisplayListStackEntry
{
u32 pc;
u32 offsetAddr;
};
struct DisplayList
{
int id;
u32 startpc;
u32 pc;
u32 stall;
DisplayListState state;
SignalBehavior signal;
int subIntrBase;
u16 subIntrToken;
DisplayListStackEntry stack[32];
int stackptr;
bool interrupted;
u64 waitTicks;
};
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class GPUInterface
{
public:
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virtual ~GPUInterface() {}
static const int DisplayListMaxCount = 64;
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// Initialization
virtual void InitClear() = 0;
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// Draw queue management
virtual DisplayList* getList(int listid) = 0;
// TODO: Much of this should probably be shared between the different GPU implementations.
virtual u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, bool head) = 0;
virtual u32 DequeueList(int listid) = 0;
virtual u32 UpdateStall(int listid, u32 newstall) = 0;
virtual u32 DrawSync(int mode) = 0;
virtual int ListSync(int listid, int mode) = 0;
virtual u32 Continue() = 0;
virtual u32 Break(int mode) = 0;
virtual void InterruptStart(int listid) = 0;
virtual void InterruptEnd(int listid) = 0;
virtual void SyncEnd(WaitType waitType, int listid, bool wokeThreads) = 0;
virtual void PreExecuteOp(u32 op, u32 diff) = 0;
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virtual void ExecuteOp(u32 op, u32 diff) = 0;
virtual bool InterpretList(DisplayList& list) = 0;
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// Framebuffer management
virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) = 0;
virtual void BeginFrame() = 0; // Can be a good place to draw the "memory" framebuffer for accelerated plugins
virtual void CopyDisplayToOutput() = 0;
// Tells the GPU to update the gpuStats structure.
virtual void UpdateStats() = 0;
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// Invalidate any cached content sourced from the specified range.
// If size = -1, invalidate everything.
virtual void InvalidateCache(u32 addr, int size) = 0;
virtual void InvalidateCacheHint(u32 addr, int size) = 0;
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// Internal hack to avoid interrupts from "PPGe" drawing (utility UI, etc)
virtual void EnableInterrupts(bool enable) = 0;
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virtual void DeviceLost() = 0;
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virtual void Flush() = 0;
virtual void DoState(PointerWrap &p) = 0;
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// Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*.
virtual void Resized() = 0;
virtual bool FramebufferDirty() = 0;
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// Debugging
virtual void DumpNextFrame() = 0;
virtual const std::list<int>& GetDisplayLists() = 0;
virtual DisplayList* GetCurrentDisplayList() = 0;
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virtual bool DecodeTexture(u8* dest, GPUgstate state) = 0;
virtual std::vector<FramebufferInfo> GetFramebufferList() = 0;
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};