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https://github.com/hrydgard/ppsspp.git
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2430c283a5
Want to get rid of direct accesses to GPUState in modules that may be reused in my future next-gen backends, that will reformat display lists into command lists that will then be optimized and executed, out of sync with the real GPUState. Candidate modules that may be reused in full are Framebuffer and Depal, possibly TextureCache to some degree.
114 lines
2.9 KiB
C++
114 lines
2.9 KiB
C++
// Copyright (c) 2015- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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#pragma once
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#include <cstring>
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class GPUInterface;
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class GPUDebugInterface;
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enum SkipDrawReasonFlags {
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SKIPDRAW_SKIPFRAME = 1,
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SKIPDRAW_NON_DISPLAYED_FB = 2, // Skip drawing to FBO:s that have not been displayed.
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SKIPDRAW_BAD_FB_TEXTURE = 4,
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SKIPDRAW_WINDOW_MINIMIZED = 8, // Don't draw when the host window is minimized.
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};
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// Global GPU-related utility functions.
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// Nothing directly Ge-related in here.
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// PSP uses a curious 24-bit float - it's the top 24 bits of a regular IEEE754 32-bit float.
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// This is used for light positions, transform matrices, you name it.
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inline float getFloat24(unsigned int data) {
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data <<= 8;
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float f;
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memcpy(&f, &data, 4);
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return f;
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}
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// in case we ever want to generate PSP display lists...
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inline unsigned int toFloat24(float f) {
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unsigned int i;
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memcpy(&i, &f, 4);
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return i >> 8;
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}
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struct GPUStatistics {
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void Reset() {
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// Never add a vtable :)
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memset(this, 0, sizeof(*this));
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}
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void ResetFrame() {
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numDrawCalls = 0;
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numCachedDrawCalls = 0;
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numVertsSubmitted = 0;
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numCachedVertsDrawn = 0;
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numUncachedVertsDrawn = 0;
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numTrackedVertexArrays = 0;
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numTextureInvalidations = 0;
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numTextureSwitches = 0;
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numShaderSwitches = 0;
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numFlushes = 0;
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numTexturesDecoded = 0;
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numAlphaTestedDraws = 0;
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numNonAlphaTestedDraws = 0;
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msProcessingDisplayLists = 0;
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vertexGPUCycles = 0;
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otherGPUCycles = 0;
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memset(gpuCommandsAtCallLevel, 0, sizeof(gpuCommandsAtCallLevel));
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}
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// Per frame statistics
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int numDrawCalls;
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int numCachedDrawCalls;
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int numFlushes;
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int numVertsSubmitted;
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int numCachedVertsDrawn;
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int numUncachedVertsDrawn;
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int numTrackedVertexArrays;
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int numTextureInvalidations;
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int numTextureSwitches;
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int numShaderSwitches;
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int numTexturesDecoded;
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double msProcessingDisplayLists;
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int vertexGPUCycles;
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int otherGPUCycles;
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int gpuCommandsAtCallLevel[4];
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int numAlphaTestedDraws;
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int numNonAlphaTestedDraws;
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// Total statistics, updated by the GPU core in UpdateStats
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int numVBlanks;
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int numFlips;
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int numTextures;
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int numVertexShaders;
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int numFragmentShaders;
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int numShaders;
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int numFBOs;
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};
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extern GPUStatistics gpuStats;
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extern GPUInterface *gpu;
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extern GPUDebugInterface *gpuDebug;
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bool GPU_Init();
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void GPU_Shutdown();
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void GPU_Reinitialize();
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