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 <list>
#include <deque>
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#include "GPU/GPUCommon.h"
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#include "GPU/GLES/FBO.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCache.h"
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#include "GPU/GLES/DepalettizeShader.h"
#include "GPU/GLES/FragmentTestCache.h"
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class ShaderManager;
class LinkedShader;
class GraphicsContext;
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class GPU_GLES : public GPUCommon {
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public:
GPU_GLES(GraphicsContext *gfxCtx);
~GPU_GLES();
// This gets called on startup and when we get back from settings.
void CheckGPUFeatures();
void PreExecuteOp(u32 op, u32 diff) override;
void Execute_Generic(u32 op, u32 diff);
void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxStateInternal() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void BeginFrame() 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 DumpNextFrame() override;
void DoState(PointerWrap &p) override;
void ClearShaderCache() override;
void CleanupBeforeUI() override;
bool DecodeTexture(u8 *dest, const GPUgstate &state) override {
return textureCacheGL_->DecodeTexture(dest, state);
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}
bool FramebufferDirty() override;
bool FramebufferReallyDirty() override;
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void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
primaryInfo = reportingPrimaryInfo_;
fullInfo = reportingFullInfo_;
}
std::vector<FramebufferInfo> GetFramebufferList() override;
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bool GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) override;
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer) override;
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) override;
bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) override;
bool GetCurrentClut(GPUDebugBuffer &buffer) override;
static bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) override;
bool DescribeCodePtr(const u8 *ptr, std::string &name) override;
typedef void (GPU_GLES::*CmdFunc)(u32 op, u32 diff);
struct CommandInfo {
u8 flags;
GPU_GLES::CmdFunc func;
};
void Execute_Vaddr(u32 op, u32 diff);
void Execute_Iaddr(u32 op, u32 diff);
void Execute_Prim(u32 op, u32 diff);
void Execute_Bezier(u32 op, u32 diff);
void Execute_Spline(u32 op, u32 diff);
void Execute_VertexType(u32 op, u32 diff);
void Execute_VertexTypeSkinning(u32 op, u32 diff);
void Execute_Region(u32 op, u32 diff);
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void Execute_Scissor(u32 op, u32 diff);
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void Execute_FramebufType(u32 op, u32 diff);
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void Execute_ViewportType(u32 op, u32 diff);
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void Execute_ViewportZType(u32 op, u32 diff);
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void Execute_TexScaleU(u32 op, u32 diff);
void Execute_TexScaleV(u32 op, u32 diff);
void Execute_TexOffsetU(u32 op, u32 diff);
void Execute_TexOffsetV(u32 op, u32 diff);
void Execute_TexAddr0(u32 op, u32 diff);
void Execute_TexAddrN(u32 op, u32 diff);
void Execute_TexBufw0(u32 op, u32 diff);
void Execute_TexBufwN(u32 op, u32 diff);
void Execute_TexSize0(u32 op, u32 diff);
void Execute_TexSizeN(u32 op, u32 diff);
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void Execute_TexFormat(u32 op, u32 diff);
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void Execute_TexMapMode(u32 op, u32 diff);
void Execute_TexParamType(u32 op, u32 diff);
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void Execute_TexEnvColor(u32 op, u32 diff);
void Execute_TexLevel(u32 op, u32 diff);
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void Execute_LoadClut(u32 op, u32 diff);
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void Execute_ClutFormat(u32 op, u32 diff);
void Execute_Ambient(u32 op, u32 diff);
void Execute_MaterialDiffuse(u32 op, u32 diff);
void Execute_MaterialEmissive(u32 op, u32 diff);
void Execute_MaterialAmbient(u32 op, u32 diff);
void Execute_MaterialSpecular(u32 op, u32 diff);
void Execute_Light0Param(u32 op, u32 diff);
void Execute_Light1Param(u32 op, u32 diff);
void Execute_Light2Param(u32 op, u32 diff);
void Execute_Light3Param(u32 op, u32 diff);
void Execute_FogColor(u32 op, u32 diff);
void Execute_FogCoef(u32 op, u32 diff);
void Execute_ColorTestMask(u32 op, u32 diff);
void Execute_AlphaTest(u32 op, u32 diff);
void Execute_StencilTest(u32 op, u32 diff);
void Execute_ColorRef(u32 op, u32 diff);
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void Execute_WorldMtxNum(u32 op, u32 diff);
void Execute_WorldMtxData(u32 op, u32 diff);
void Execute_ViewMtxNum(u32 op, u32 diff);
void Execute_ViewMtxData(u32 op, u32 diff);
void Execute_ProjMtxNum(u32 op, u32 diff);
void Execute_ProjMtxData(u32 op, u32 diff);
void Execute_TgenMtxNum(u32 op, u32 diff);
void Execute_TgenMtxData(u32 op, u32 diff);
void Execute_BoneMtxNum(u32 op, u32 diff);
void Execute_BoneMtxData(u32 op, u32 diff);
void Execute_BlockTransferStart(u32 op, u32 diff);
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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;
protected:
void FastRunLoop(DisplayList &list) override;
void FastLoadBoneMatrix(u32 target) override;
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 InitClearInternal() override;
void BeginFrameInternal() override;
void CopyDisplayToOutputInternal() override;
void ReinitializeInternal() override;
inline void UpdateVsyncInterval(bool force);
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void UpdateCmdInfo();
static CommandInfo cmdInfo_[256];
FramebufferManager *framebufferManagerGL_;
TextureCache *textureCacheGL_;
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DepalShaderCache depalShaderCache_;
DrawEngineGLES drawEngine_;
FragmentTestCache fragmentTestCache_;
ShaderManager *shaderManager_;
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int lastVsync_;
std::string reportingPrimaryInfo_;
std::string reportingFullInfo_;
GraphicsContext *gfxCtx_;
std::string shaderCachePath_;
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};