// Copyright (c) 2017- 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 #include "GPU/GPUCommon.h" #include "GPU/D3D11/DrawEngineD3D11.h" #include "GPU/D3D11/TextureCacheD3D11.h" #include "GPU/D3D11/DepalettizeShaderD3D11.h" #include "GPU/Common/VertexDecoderCommon.h" class FramebufferManagerD3D11; class ShaderManagerD3D11; class LinkedShaderD3D11; class GPU_D3D11 : public GPUCommon { public: GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw); ~GPU_D3D11(); void CheckGPUFeatures(); void PreExecuteOp(u32 op, u32 diff) override; void ExecuteOp(u32 op, u32 diff) override; void ReapplyGfxStateInternal() override; void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) 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 DoState(PointerWrap &p) override; void ClearShaderCache() override; bool DecodeTexture(u8 *dest, const GPUgstate &state) override { return false; } bool FramebufferDirty() override; bool FramebufferReallyDirty() override; void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override { primaryInfo = reportingPrimaryInfo_; fullInfo = reportingFullInfo_; } std::vector GetFramebufferList() override; bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) override; bool GetCurrentClut(GPUDebugBuffer &buffer) override; bool GetCurrentSimpleVertices(int count, std::vector &vertices, std::vector &indices) override; typedef void (GPU_D3D11::*CmdFunc)(u32 op, u32 diff); struct CommandInfo { uint64_t flags; GPU_D3D11::CmdFunc func; }; 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_TexSize0(u32 op, u32 diff); void Execute_LoadClut(u32 op, u32 diff); // Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend. std::vector DebugGetShaderIDs(DebugShaderType shader) override; std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override; void BeginHostFrame() override; void EndHostFrame() override; protected: void FastRunLoop(DisplayList &list) override; void FinishDeferred() override; private: void UpdateCmdInfo(); void Flush() { drawEngine_.Flush(); } // void ApplyDrawState(int prim); void CheckFlushOp(int cmd, u32 diff); void BuildReportingInfo(); void InitClearInternal() override; void BeginFrameInternal() override; void CopyDisplayToOutputInternal() override; ID3D11Device *device_; ID3D11DeviceContext *context_; FramebufferManagerD3D11 *framebufferManagerD3D11_; TextureCacheD3D11 *textureCacheD3D11_; DepalShaderCacheD3D11 *depalShaderCache_; DrawEngineD3D11 drawEngine_; ShaderManagerD3D11 *shaderManagerD3D11_; static CommandInfo cmdInfo_[256]; int lastVsync_; std::string reportingPrimaryInfo_; std::string reportingFullInfo_; };