// 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 "GPU/GPUCommon.h" #include "GPU/GLES/FBO.h" #include "GPU/GLES/Framebuffer.h" #include "GPU/GLES/DrawEngineGLES.h" #include "GPU/GLES/TextureCache.h" #include "GPU/GLES/DepalettizeShader.h" #include "GPU/GLES/FragmentTestCache.h" class ShaderManager; class LinkedShader; class GraphicsContext; class GPU_GLES : public GPUCommon { public: GPU_GLES(GraphicsContext *gfxCtx); ~GPU_GLES(); // This gets called on startup and when we get back from settings. void CheckGPUFeatures(); void InitClear() override; void Reinitialize() override; 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 CopyDisplayToOutput() override; void BeginFrame() override; void GetStats(char *buffer, size_t bufsize) override; void InvalidateCache(u32 addr, int size, GPUInvalidationType type) override; void NotifyVideoUpload(u32 addr, int size, int width, int format) override; bool PerformMemoryCopy(u32 dest, u32 src, int size) override; bool PerformMemorySet(u32 dest, u8 v, int size) override; bool PerformMemoryDownload(u32 dest, int size) override; bool PerformMemoryUpload(u32 dest, int size) override; bool PerformStencilUpload(u32 dest, int size) 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); } bool FramebufferDirty() override; bool FramebufferReallyDirty() override; void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override { primaryInfo = reportingPrimaryInfo_; fullInfo = reportingFullInfo_; } std::vector GetFramebufferList() override; 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 &vertices, std::vector &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_BoundingBox(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); void Execute_Scissor(u32 op, u32 diff); void Execute_FramebufType(u32 op, u32 diff); void Execute_ViewportType(u32 op, u32 diff); void Execute_ViewportZType(u32 op, u32 diff); 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); void Execute_TexFormat(u32 op, u32 diff); void Execute_TexMapMode(u32 op, u32 diff); void Execute_TexParamType(u32 op, u32 diff); void Execute_TexEnvColor(u32 op, u32 diff); void Execute_TexLevel(u32 op, u32 diff); void Execute_LoadClut(u32 op, u32 diff); 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); 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); // 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; protected: void FastRunLoop(DisplayList &list) override; void ProcessEvent(GPUEvent ev) override; void FastLoadBoneMatrix(u32 target) override; void FinishDeferred() override; private: void Flush() { drawEngine_.Flush(); } void CheckFlushOp(int cmd, u32 diff); void BuildReportingInfo(); void InitClearInternal(); void BeginFrameInternal(); void CopyDisplayToOutputInternal(); void PerformMemoryCopyInternal(u32 dest, u32 src, int size); void PerformMemorySetInternal(u32 dest, u8 v, int size); void PerformStencilUploadInternal(u32 dest, int size); void InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type); void ReinitializeInternal(); inline void UpdateVsyncInterval(bool force); void UpdateCmdInfo(); static CommandInfo cmdInfo_[256]; FramebufferManager *framebufferManagerGL_; TextureCache *textureCacheGL_; DepalShaderCache depalShaderCache_; DrawEngineGLES drawEngine_; FragmentTestCache fragmentTestCache_; ShaderManager *shaderManager_; int lastVsync_; std::string reportingPrimaryInfo_; std::string reportingFullInfo_; GraphicsContext *gfxCtx_; std::string shaderCachePath_; };