mirror of
https://github.com/hrydgard/ppsspp.git
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187 lines
4.5 KiB
C++
187 lines
4.5 KiB
C++
// Copyright (c) 2012- 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 <d3d9.h>
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#include "Common/Data/Collections/Hashmaps.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/IndexGenerator.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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struct DecVtxFormat;
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struct UVScale;
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class VSShader;
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class ShaderManagerDX9;
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class TextureCacheDX9;
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class FramebufferManagerDX9;
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// States transitions:
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// On creation: DRAWN_NEW
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// DRAWN_NEW -> DRAWN_HASHING
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// DRAWN_HASHING -> DRAWN_RELIABLE
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// DRAWN_HASHING -> DRAWN_UNRELIABLE
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// DRAWN_ONCE -> UNRELIABLE
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// DRAWN_RELIABLE -> DRAWN_SAFE
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// UNRELIABLE -> death
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// DRAWN_ONCE -> death
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// DRAWN_RELIABLE -> death
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enum {
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VAI_FLAG_VERTEXFULLALPHA = 1,
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};
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// Try to keep this POD.
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class VertexArrayInfoDX9 {
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public:
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VertexArrayInfoDX9() {
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status = VAI_NEW;
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vbo = 0;
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ebo = 0;
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prim = GE_PRIM_INVALID;
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numDraws = 0;
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numFrames = 0;
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lastFrame = gpuStats.numFlips;
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numVerts = 0;
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drawsUntilNextFullHash = 0;
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flags = 0;
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}
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~VertexArrayInfoDX9();
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enum Status : uint8_t {
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VAI_NEW,
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VAI_HASHING,
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VAI_RELIABLE, // cache, don't hash
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VAI_UNRELIABLE, // never cache
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};
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uint64_t hash;
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u32 minihash;
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LPDIRECT3DVERTEXBUFFER9 vbo;
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LPDIRECT3DINDEXBUFFER9 ebo;
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// Precalculated parameter for drawRangeElements
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u16 numVerts;
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u16 maxIndex;
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s8 prim;
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Status status;
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// ID information
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int numDraws;
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int numFrames;
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int lastFrame; // So that we can forget.
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u16 drawsUntilNextFullHash;
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u8 flags;
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};
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class TessellationDataTransferDX9 : public TessellationDataTransfer {
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public:
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TessellationDataTransferDX9() {}
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~TessellationDataTransferDX9() {}
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void SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) override;
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};
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// Handles transform, lighting and drawing.
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class DrawEngineDX9 : public DrawEngineCommon {
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public:
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DrawEngineDX9(Draw::DrawContext *draw);
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~DrawEngineDX9();
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void DeviceLost() override { draw_ = nullptr; }
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void DeviceRestore(Draw::DrawContext *draw) override { draw_ = draw; }
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void SetShaderManager(ShaderManagerDX9 *shaderManager) {
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shaderManager_ = shaderManager;
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}
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void SetTextureCache(TextureCacheDX9 *textureCache) {
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textureCache_ = textureCache;
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}
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void SetFramebufferManager(FramebufferManagerDX9 *fbManager) {
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framebufferManager_ = fbManager;
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}
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void InitDeviceObjects();
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void DestroyDeviceObjects();
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void ClearTrackedVertexArrays() override;
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void BeginFrame();
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// So that this can be inlined
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void Flush() {
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if (!numDrawCalls_)
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return;
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DoFlush();
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}
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void FinishDeferred() {
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if (!numDrawCalls_)
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return;
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DecodeVerts(decoded_);
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}
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void DispatchFlush() override {
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if (!numDrawCalls_)
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return;
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Flush();
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}
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protected:
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// Not currently supported.
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bool UpdateUseHWTessellation(bool enable) const override { return false; }
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void DecimateTrackedVertexArrays();
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private:
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void Invalidate(InvalidationCallbackFlags flags);
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void DoFlush();
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void ApplyDrawState(int prim);
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void ApplyDrawStateLate();
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IDirect3DVertexDeclaration9 *SetupDecFmtForDraw(const DecVtxFormat &decFmt, u32 pspFmt);
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void MarkUnreliable(VertexArrayInfoDX9 *vai);
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LPDIRECT3DDEVICE9 device_ = nullptr;
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Draw::DrawContext *draw_;
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PrehashMap<VertexArrayInfoDX9 *, nullptr> vai_;
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DenseHashMap<u32, IDirect3DVertexDeclaration9 *, nullptr> vertexDeclMap_;
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// SimpleVertex
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IDirect3DVertexDeclaration9* transformedVertexDecl_ = nullptr;
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// Other
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ShaderManagerDX9 *shaderManager_ = nullptr;
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TextureCacheDX9 *textureCache_ = nullptr;
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FramebufferManagerDX9 *framebufferManager_ = nullptr;
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// Hardware tessellation
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TessellationDataTransferDX9 *tessDataTransferDX9;
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FBOTexState fboTexBindState_ = FBO_TEX_NONE;
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int lastRenderStepId_ = -1;
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bool fboTexNeedsBind_ = false;
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};
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