mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 17:02:19 +00:00
4b8d8c875d
No one's testing it and it's not the best way. We have a better implemented API and should use it instead.
251 lines
7.9 KiB
C++
251 lines
7.9 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 <list>
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#include <string>
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#include <vector>
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#include "Common/Swap.h"
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#include "GPU/GPU.h"
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#include "Core/MemMap.h"
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#include "GPU/ge_constants.h"
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#include "GPU/Common/ShaderCommon.h"
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struct PspGeListArgs;
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struct GPUgstate;
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class PointerWrap;
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enum DisplayListStatus {
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// The list has been completed
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PSP_GE_LIST_COMPLETED = 0,
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// The list is queued but not executed yet
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PSP_GE_LIST_QUEUED = 1,
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// The list is currently being executed
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PSP_GE_LIST_DRAWING = 2,
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// The list was stopped because it encountered stall address
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PSP_GE_LIST_STALLING = 3,
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// The list is paused because of a signal or sceGeBreak
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PSP_GE_LIST_PAUSED = 4,
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};
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enum DisplayListState {
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// No state assigned, the list is empty
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PSP_GE_DL_STATE_NONE = 0,
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// The list has been queued
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PSP_GE_DL_STATE_QUEUED = 1,
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// The list is being executed
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PSP_GE_DL_STATE_RUNNING = 2,
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// The list was completed and will be removed
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PSP_GE_DL_STATE_COMPLETED = 3,
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// The list has been paused by a signal
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PSP_GE_DL_STATE_PAUSED = 4,
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};
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enum SignalBehavior {
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PSP_GE_SIGNAL_NONE = 0x00,
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PSP_GE_SIGNAL_HANDLER_SUSPEND = 0x01,
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PSP_GE_SIGNAL_HANDLER_CONTINUE = 0x02,
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PSP_GE_SIGNAL_HANDLER_PAUSE = 0x03,
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PSP_GE_SIGNAL_SYNC = 0x08,
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PSP_GE_SIGNAL_JUMP = 0x10,
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PSP_GE_SIGNAL_CALL = 0x11,
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PSP_GE_SIGNAL_RET = 0x12,
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PSP_GE_SIGNAL_RJUMP = 0x13,
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PSP_GE_SIGNAL_RCALL = 0x14,
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PSP_GE_SIGNAL_OJUMP = 0x15,
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PSP_GE_SIGNAL_OCALL = 0x16,
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PSP_GE_SIGNAL_RTBP0 = 0x20,
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PSP_GE_SIGNAL_RTBP1 = 0x21,
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PSP_GE_SIGNAL_RTBP2 = 0x22,
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PSP_GE_SIGNAL_RTBP3 = 0x23,
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PSP_GE_SIGNAL_RTBP4 = 0x24,
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PSP_GE_SIGNAL_RTBP5 = 0x25,
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PSP_GE_SIGNAL_RTBP6 = 0x26,
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PSP_GE_SIGNAL_RTBP7 = 0x27,
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PSP_GE_SIGNAL_OTBP0 = 0x28,
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PSP_GE_SIGNAL_OTBP1 = 0x29,
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PSP_GE_SIGNAL_OTBP2 = 0x2A,
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PSP_GE_SIGNAL_OTBP3 = 0x2B,
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PSP_GE_SIGNAL_OTBP4 = 0x2C,
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PSP_GE_SIGNAL_OTBP5 = 0x2D,
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PSP_GE_SIGNAL_OTBP6 = 0x2E,
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PSP_GE_SIGNAL_OTBP7 = 0x2F,
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PSP_GE_SIGNAL_RCBP = 0x30,
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PSP_GE_SIGNAL_OCBP = 0x38,
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PSP_GE_SIGNAL_BREAK1 = 0xF0,
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PSP_GE_SIGNAL_BREAK2 = 0xFF,
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};
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enum GPURunState {
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GPUSTATE_RUNNING = 0,
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GPUSTATE_DONE = 1,
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GPUSTATE_STALL = 2,
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GPUSTATE_INTERRUPT = 3,
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GPUSTATE_ERROR = 4,
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};
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enum GPUSyncType {
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GPU_SYNC_DRAW,
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GPU_SYNC_LIST,
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};
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// Used for debug
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struct FramebufferInfo {
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u32 fb_address;
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u32 z_address;
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int format;
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u32 width;
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u32 height;
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void* fbo;
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};
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struct DisplayListStackEntry {
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u32 pc;
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u32 offsetAddr;
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u32 baseAddr;
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};
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struct DisplayList {
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int id;
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u32 startpc;
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u32 pc;
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u32 stall;
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DisplayListState state;
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SignalBehavior signal;
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int subIntrBase;
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u16 subIntrToken;
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DisplayListStackEntry stack[32];
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int stackptr;
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bool interrupted;
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u64 waitTicks;
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bool interruptsEnabled;
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bool pendingInterrupt;
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bool started;
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PSPPointer<u32_le> context;
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u32 offsetAddr;
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bool bboxResult;
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u32 stackAddr;
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u32 padding; // Android x86-32 does not round the structure size up to the closest multiple of 8 like the other platforms.
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};
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enum GPUInvalidationType {
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// Affects all memory. Not considered highly.
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GPU_INVALIDATE_ALL,
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// Indicates some memory may have changed.
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GPU_INVALIDATE_HINT,
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// Reliable invalidation (where any hashing, etc. is unneeded, it'll always invalidate.)
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GPU_INVALIDATE_SAFE,
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};
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namespace Draw {
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class DrawContext;
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}
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class GPUInterface {
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public:
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virtual ~GPUInterface() {}
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static const int DisplayListMaxCount = 64;
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virtual Draw::DrawContext *GetDrawContext() = 0;
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// Initialization
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virtual bool IsReady() = 0;
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virtual void InitClear() = 0;
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virtual void Reinitialize() = 0;
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// Frame managment
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virtual void BeginHostFrame() = 0;
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virtual void EndHostFrame() = 0;
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// Draw queue management
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virtual DisplayList* getList(int listid) = 0;
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// TODO: Much of this should probably be shared between the different GPU implementations.
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virtual u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer<PspGeListArgs> args, bool head) = 0;
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virtual u32 DequeueList(int listid) = 0;
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virtual u32 UpdateStall(int listid, u32 newstall) = 0;
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virtual u32 DrawSync(int mode) = 0;
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virtual int ListSync(int listid, int mode) = 0;
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virtual u32 Continue() = 0;
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virtual u32 Break(int mode) = 0;
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virtual int GetStack(int index, u32 stackPtr) = 0;
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virtual void InterruptStart(int listid) = 0;
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virtual void InterruptEnd(int listid) = 0;
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virtual void SyncEnd(GPUSyncType waitType, int listid, bool wokeThreads) = 0;
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virtual void PreExecuteOp(u32 op, u32 diff) = 0;
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virtual void ExecuteOp(u32 op, u32 diff) = 0;
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virtual bool InterpretList(DisplayList& list) = 0;
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// Framebuffer management
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virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) = 0;
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virtual void BeginFrame() = 0; // Can be a good place to draw the "memory" framebuffer for accelerated plugins
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virtual void CopyDisplayToOutput() = 0;
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// Tells the GPU to update the gpuStats structure.
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virtual void GetStats(char *buffer, size_t bufsize) = 0;
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// Invalidate any cached content sourced from the specified range.
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// If size = -1, invalidate everything.
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virtual void InvalidateCache(u32 addr, int size, GPUInvalidationType type) = 0;
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virtual void NotifyVideoUpload(u32 addr, int size, int width, int format) = 0;
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// Update either RAM from VRAM, or VRAM from RAM... or even VRAM from VRAM.
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virtual bool PerformMemoryCopy(u32 dest, u32 src, int size) = 0;
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virtual bool PerformMemorySet(u32 dest, u8 v, int size) = 0;
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virtual bool PerformMemoryDownload(u32 dest, int size) = 0;
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virtual bool PerformMemoryUpload(u32 dest, int size) = 0;
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virtual bool PerformStencilUpload(u32 dest, int size) = 0;
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// Will cause the texture cache to be cleared at the start of the next frame.
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virtual void ClearCacheNextFrame() = 0;
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// Internal hack to avoid interrupts from "PPGe" drawing (utility UI, etc)
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virtual void EnableInterrupts(bool enable) = 0;
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virtual void DeviceLost() = 0;
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virtual void DeviceRestore() = 0;
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virtual void ReapplyGfxState() = 0;
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virtual void DoState(PointerWrap &p) = 0;
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// Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*.
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virtual void Resized() = 0;
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virtual void ClearShaderCache() = 0;
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virtual void CleanupBeforeUI() = 0;
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virtual bool FramebufferDirty() = 0;
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virtual bool FramebufferReallyDirty() = 0;
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virtual bool BusyDrawing() = 0;
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// If any jit is being used inside the GPU.
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virtual bool DescribeCodePtr(const u8 *ptr, std::string &name) = 0;
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// Debugging
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virtual void DumpNextFrame() = 0;
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virtual void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) = 0;
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virtual const std::list<int>& GetDisplayLists() = 0;
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virtual std::vector<FramebufferInfo> GetFramebufferList() = 0;
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virtual s64 GetListTicks(int listid) = 0;
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// For debugging. The IDs returned are opaque, do not poke in them or display them in any way.
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virtual std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) = 0;
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virtual std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) = 0;
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};
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