// 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 #include #include #include "../GPUCommon.h" #include "Framebuffer.h" #include "VertexDecoder.h" #include "TransformPipeline.h" #include "TextureCache.h" #include "gfx_es2/fbo.h" class ShaderManager; class LinkedShader; class GLES_GPU : public GPUCommon { public: GLES_GPU(); ~GLES_GPU(); virtual void InitClear(); virtual void PreExecuteOp(u32 op, u32 diff); virtual void ExecuteOp(u32 op, u32 diff); virtual void DrawSync(int mode); virtual void Continue(); virtual void Break(); virtual void EnableInterrupts(bool enable) { interruptsEnabled_ = enable; } virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, int format); virtual void CopyDisplayToOutput(); virtual void BeginFrame(); virtual void UpdateStats(); virtual void InvalidateCache(u32 addr, int size); virtual void InvalidateCacheHint(u32 addr, int size); virtual void DeviceLost(); // Only happens on Android. Drop all textures and shaders. virtual void DumpNextFrame(); virtual void Flush(); virtual void DoState(PointerWrap &p); // Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*. virtual void Resized(); virtual bool DecodeTexture(u8* dest, GPUgstate state) { return textureCache_.DecodeTexture(dest, state); } virtual bool FramebufferDirty(); std::vector GetFramebufferList(); private: void DoBlockTransfer(); void ApplyDrawState(int prim); // Applies states for debugging if enabled. void BeginDebugDraw(); void EndDebugDraw(); FramebufferManager framebufferManager_; TextureCache textureCache_; TransformDrawEngine transformDraw_; ShaderManager *shaderManager_; u8 *flushBeforeCommand_; bool interruptsEnabled_; bool resized_; };