ppsspp/GPU/GPUCommonHW.cpp

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#include "Common/GPU/thin3d.h"
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#include "Common/Serialize/Serializer.h"
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#include "Common/System/System.h"
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#include "Core/System.h"
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#include "GPU/GPUCommonHW.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/TextureCacheCommon.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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GPUCommonHW::GPUCommonHW(GraphicsContext *gfxCtx, Draw::DrawContext *draw) : GPUCommon(gfxCtx, draw) {}
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GPUCommonHW::~GPUCommonHW() {
// Clear features so they're not visible in system info.
gstate_c.SetUseFlags(0);
}
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void GPUCommonHW::PreExecuteOp(u32 op, u32 diff) {
CheckFlushOp(op >> 24, diff);
}
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void GPUCommonHW::CopyDisplayToOutput(bool reallyDirty) {
// Flush anything left over.
drawEngineCommon_->DispatchFlush();
shaderManager_->DirtyLastShader();
framebufferManager_->CopyDisplayToOutput(reallyDirty);
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
}
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void GPUCommonHW::DoState(PointerWrap &p) {
GPUCommon::DoState(p);
// TODO: Some of these things may not be necessary.
// None of these are necessary when saving.
if (p.mode == p.MODE_READ && !PSP_CoreParameter().frozen) {
textureCache_->Clear(true);
drawEngineCommon_->ClearTrackedVertexArrays();
gstate_c.Dirty(DIRTY_TEXTURE_IMAGE);
framebufferManager_->DestroyAllFBOs();
}
}
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void GPUCommonHW::ClearCacheNextFrame() {
textureCache_->ClearNextFrame();
}
// Needs to be called on GPU thread, not reporting thread.
void GPUCommonHW::BuildReportingInfo() {
using namespace Draw;
reportingPrimaryInfo_ = draw_->GetInfoString(InfoField::VENDORSTRING);
reportingFullInfo_ = reportingPrimaryInfo_ + " - " + System_GetProperty(SYSPROP_GPUDRIVER_VERSION) + " - " + draw_->GetInfoString(InfoField::SHADELANGVERSION);
}