ppsspp/GPU/GPUCommon.h
Henrik Rydgard 2430c283a5 More GPU cleaning, removing uses of GPUState.h where not needed.
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.
2015-07-29 12:37:49 +02:00

205 lines
5.3 KiB
C++

#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 <atomic>
#elif defined(_M_SSE)
#include <xmmintrin.h>
#endif
typedef ThreadEventQueue<GPUInterface, GPUEvent, GPUEventType, GPU_EVENT_INVALID, GPU_EVENT_SYNC_THREAD, GPU_EVENT_FINISH_EVENT_LOOP> 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(GPUSyncType 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<PspGeListArgs> 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();
void Execute_OffsetAddr(u32 op, u32 diff);
void Execute_Origin(u32 op, u32 diff);
void Execute_Jump(u32 op, u32 diff);
void Execute_BJump(u32 op, u32 diff);
void Execute_Call(u32 op, u32 diff);
void Execute_Ret(u32 op, u32 diff);
void Execute_End(u32 op, u32 diff);
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;
}
// From GPUDebugInterface.
virtual bool GetCurrentDisplayList(DisplayList &list);
virtual std::vector<DisplayList> 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<GPUDebugOp> DissassembleOpRange(u32 startpc, u32 endpc);
virtual void NotifySteppingEnter();
virtual void NotifySteppingExit();
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<int>& GetDisplayLists() {
return dlQueue;
}
virtual bool DecodeTexture(u8* dest, const GPUgstate &state) {
return false;
}
std::vector<FramebufferInfo> GetFramebufferList() {
return std::vector<FramebufferInfo>();
}
virtual void ClearShaderCache() {}
virtual void CleanupBeforeUI() {}
protected:
// To avoid virtual calls to PreExecuteOp().
virtual void FastRunLoop(DisplayList &list) = 0;
void SlowRunLoop(DisplayList &list);
void UpdatePC(u32 currentPC, u32 newPC);
void UpdatePC(u32 currentPC) {
UpdatePC(currentPC, currentPC);
}
void UpdateState(GPURunState state);
void PopDLQueue();
void CheckDrawSync();
int GetNextListIndex();
void ProcessDLQueueInternal();
void ReapplyGfxStateInternal();
virtual void FastLoadBoneMatrix(u32 target);
virtual void ProcessEvent(GPUEvent ev);
virtual bool ShouldExitEventLoop() {
return coreState != CORE_RUNNING;
}
virtual void FinishDeferred() {
}
// 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<int> DisplayListQueue;
int nextListID;
DisplayList dls[DisplayListMaxCount];
DisplayList *currentList;
DisplayListQueue dlQueue;
recursive_mutex listLock;
bool interruptRunning;
GPURunState 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<u64> 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
}
// Debug stats.
double timeSteppingStarted_;
double timeSpentStepping_;
};