Include file cleanup in framebuffer managers

This commit is contained in:
Henrik Rydgård 2023-02-25 11:31:59 +01:00
parent 3e98d313a8
commit 30120560ab
10 changed files with 13 additions and 109 deletions

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@ -15,10 +15,6 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include <d3d11.h>
#include <D3Dcompiler.h>
#include "Common/Common.h"
#include "Common/GPU/thin3d.h"

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@ -17,20 +17,13 @@
#pragma once
#include <d3d11.h>
// Keeps track of allocated FBOs.
// Also provides facilities for drawing and later converting raw
// pixel data.
#include "GPU/GPUCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "Common/GPU/thin3d.h"
class TextureCacheD3D11;
class DrawEngineD3D11;
class ShaderManagerD3D11;
class FramebufferManagerD3D11 : public FramebufferManagerCommon {
public:
FramebufferManagerD3D11(Draw::DrawContext *draw);

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@ -15,7 +15,7 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <set>
#include <string>
#include "Common/Log.h"
#include "Common/Serialize/Serializer.h"

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@ -15,34 +15,16 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include "Common/Common.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/GPU/thin3d.h"
#include "Common/Math/lin/matrix4x4.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Debugger/Stepping.h"
#include <d3d9.h>
#include "Common/Common.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/D3D9/D3D9StateCache.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/GPUStateUtils.h"
#include "GPU/Common/PresentationCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Directx9/FramebufferManagerDX9.h"
#include "GPU/Directx9/ShaderManagerDX9.h"
#include "GPU/Directx9/TextureCacheDX9.h"
#include "GPU/Directx9/DrawEngineDX9.h"
#include "Common/GPU/thin3d.h"
#include <algorithm>
#ifdef _M_SSE
#include <emmintrin.h>
#endif
FramebufferManagerDX9::FramebufferManagerDX9(Draw::DrawContext *draw)
: FramebufferManagerCommon(draw) {

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@ -17,17 +17,9 @@
#pragma once
#include <unordered_map>
#include <d3d9.h>
#include "GPU/GPUCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
class TextureCacheDX9;
class DrawEngineDX9;
class ShaderManagerDX9;
class FramebufferManagerDX9 : public FramebufferManagerCommon {
public:
FramebufferManagerDX9(Draw::DrawContext *draw);

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@ -15,7 +15,7 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <set>
#include <string>
#include "Common/Serialize/Serializer.h"
#include "Common/GraphicsContext.h"

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@ -15,28 +15,14 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include "Common/Data/Convert/ColorConv.h"
#include "Common/Profiler/Profiler.h"
#include "Common/GPU/OpenGL/GLCommon.h"
#include "Common/GPU/OpenGL/GLDebugLog.h"
#include "Common/GPU/OpenGL/GLSLProgram.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/GPU/OpenGL/GLRenderManager.h"
#include "Common/GPU/thin3d.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "Core/Reporting.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUState.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/PresentationCommon.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/GLES/ShaderManagerGLES.h"
FramebufferManagerGLES::FramebufferManagerGLES(Draw::DrawContext *draw) :
FramebufferManagerCommon(draw)

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@ -18,13 +18,8 @@
#pragma once
#include "Common/GPU/thin3d.h"
#include "GPU/GPUCommon.h"
#include "GPU/Common/FramebufferManagerCommon.h"
class TextureCacheGLES;
class DrawEngineGLES;
class ShaderManagerGLES;
class GLRProgram;
#include "GPU/Common/GPUDebugInterface.h"
class FramebufferManagerGLES : public FramebufferManagerCommon {
public:

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@ -15,35 +15,9 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <algorithm>
#include "Common/Profiler/Profiler.h"
#include "Common/System/Display.h"
#include "Common/Math/lin/matrix4x4.h"
#include "Common/Data/Convert/ColorConv.h"
#include "Common/Data/Convert/SmallDataConvert.h"
#include "Common/GPU/thin3d.h"
#include "Common/GPU/Vulkan/VulkanContext.h"
#include "Common/GPU/Vulkan/VulkanMemory.h"
#include "Common/GPU/Vulkan/VulkanImage.h"
#include "Common/GPU/Vulkan/VulkanRenderManager.h"
#include "Core/MemMap.h"
#include "Core/Config.h"
#include "Core/ConfigValues.h"
#include "Core/System.h"
#include "GPU/ge_constants.h"
#include "GPU/GPUInterface.h"
#include "GPU/GPUState.h"
#include "GPU/Common/TextureDecoder.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Debugger/Stepping.h"
#include "GPU/Vulkan/FramebufferManagerVulkan.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/TextureCacheVulkan.h"
#include "GPU/Vulkan/ShaderManagerVulkan.h"
#include "GPU/Vulkan/VulkanUtil.h"
using namespace PPSSPP_VK;
@ -53,10 +27,6 @@ FramebufferManagerVulkan::FramebufferManagerVulkan(Draw::DrawContext *draw) :
presentation_->SetLanguage(GLSL_VULKAN);
}
FramebufferManagerVulkan::~FramebufferManagerVulkan() {
DeviceLost();
}
void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth) {
int mask = 0;
// The Clear detection takes care of doing a regular draw instead if separate masking

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@ -17,24 +17,14 @@
#pragma once
#include "Common/GPU/Vulkan/VulkanLoader.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/GPUDebugInterface.h"
#include "GPU/Common/PresentationCommon.h"
#include "GPU/Vulkan/VulkanUtil.h"
#include "Common/GPU/thin3d.h"
class TextureCacheVulkan;
class DrawEngineVulkan;
class VulkanContext;
class ShaderManagerVulkan;
class VulkanTexture;
class VulkanPushBuffer;
#include "GPU/Common/FramebufferManagerCommon.h"
#include "GPU/Common/PresentationCommon.h"
class FramebufferManagerVulkan : public FramebufferManagerCommon {
public:
explicit FramebufferManagerVulkan(Draw::DrawContext *draw);
~FramebufferManagerVulkan();
// If within a render pass, this will just issue a regular clear. If beginning a new render pass,
// do that.