#pragma once #include "Common/Common.h" #include "Common/MemoryUtil.h" #include "Core/ThreadEventQueue.h" #include "GPU/GPUInterface.h" #include "GPU/Common/GPUDebugInterface.h" #if defined(ANDROID) #include #elif defined(_M_SSE) #include #endif typedef ThreadEventQueue GPUThreadEventQueue; class GPUCommon : public GPUThreadEventQueue, public GPUDebugInterface { public: GPUCommon(); virtual ~GPUCommon() {} virtual void Reinitialize(); virtual void InterruptStart(int listid); virtual void InterruptEnd(int listid); virtual void SyncEnd(WaitType waitType, int listid, bool wokeThreads); virtual void EnableInterrupts(bool enable) { interruptsEnabled_ = enable; } virtual void ExecuteOp(u32 op, u32 diff); virtual void PreExecuteOp(u32 op, u32 diff); virtual bool InterpretList(DisplayList &list); virtual bool ProcessDLQueue(); virtual u32 UpdateStall(int listid, u32 newstall); virtual u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer args, bool head); virtual u32 DequeueList(int listid); virtual int ListSync(int listid, int mode); virtual u32 DrawSync(int mode); virtual int GetStack(int index, u32 stackPtr); virtual void DoState(PointerWrap &p); virtual bool FramebufferDirty() { SyncThread(); return true; } virtual bool FramebufferReallyDirty() { SyncThread(); return true; } virtual bool BusyDrawing(); virtual u32 Continue(); virtual u32 Break(int mode); virtual void ReapplyGfxState(); virtual u64 GetTickEstimate() { #if defined(_M_X64) || defined(ANDROID) return curTickEst_; #elif defined(_M_SSE) __m64 result = *(__m64 *)&curTickEst_; u64 safeResult = *(u64 *)&result; _mm_empty(); return safeResult; #else lock_guard guard(curTickEstLock_); return curTickEst_; #endif } void *operator new(size_t s) { return AllocateAlignedMemory(s, 16); } void operator delete(void *p) { FreeAlignedMemory(p); } virtual bool DescribeCodePtr(const u8 *ptr, std::string &name) { return false; } protected: // To avoid virtual calls to PreExecuteOp(). virtual void FastRunLoop(DisplayList &list) = 0; void SlowRunLoop(DisplayList &list); void UpdatePC(u32 currentPC, u32 newPC = 0); void UpdateState(GPUState state); void PopDLQueue(); void CheckDrawSync(); int GetNextListIndex(); void ProcessDLQueueInternal(); void ReapplyGfxStateInternal(); virtual void ProcessEvent(GPUEvent ev); virtual bool ShouldExitEventLoop() { return coreState != CORE_RUNNING; } // Allows early unlocking with a guard. Do not double unlock. class easy_guard { public: easy_guard(recursive_mutex &mtx) : mtx_(mtx), locked_(true) { mtx_.lock(); } ~easy_guard() { if (locked_) mtx_.unlock(); } void unlock() { if (locked_) mtx_.unlock(); else Crash(); locked_ = false; } private: recursive_mutex &mtx_; bool locked_; }; typedef std::list DisplayListQueue; int nextListID; DisplayList dls[DisplayListMaxCount]; DisplayList *currentList; DisplayListQueue dlQueue; recursive_mutex listLock; bool interruptRunning; GPUState gpuState; bool isbreak; u64 drawCompleteTicks; u64 busyTicks; int downcount; u64 startingTicks; u32 cycleLastPC; int cyclesExecuted; bool dumpNextFrame_; bool dumpThisFrame_; bool interruptsEnabled_; private: // For CPU/GPU sync. #ifdef ANDROID std::atomic curTickEst_; #else volatile MEMORY_ALIGNED16(u64) curTickEst_; recursive_mutex curTickEstLock_; #endif inline void UpdateTickEstimate(u64 value) { #if defined(_M_X64) || defined(ANDROID) curTickEst_ = value; #elif defined(_M_SSE) __m64 result = *(__m64 *)&value; *(__m64 *)&curTickEst_ = result; _mm_empty(); #else lock_guard guard(curTickEstLock_); curTickEst_ = value; #endif } public: // From GPUDebugInterface. virtual bool GetCurrentDisplayList(DisplayList &list); virtual std::vector ActiveDisplayLists(); virtual void ResetListPC(int listID, u32 pc); virtual void ResetListStall(int listID, u32 stall); virtual void ResetListState(int listID, DisplayListState state); virtual GPUDebugOp DissassembleOp(u32 pc, u32 op); virtual std::vector DissassembleOpRange(u32 startpc, u32 endpc); virtual u32 GetRelativeAddress(u32 data); virtual u32 GetVertexAddress(); virtual u32 GetIndexAddress(); virtual GPUgstate GetGState(); virtual void SetCmdValue(u32 op); virtual DisplayList* getList(int listid) { return &dls[listid]; } const std::list& GetDisplayLists() { return dlQueue; } virtual bool DecodeTexture(u8* dest, GPUgstate state) { return false; } std::vector GetFramebufferList() { return std::vector(); } virtual void ClearShaderCache() {} };