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3c1e8abcfe
We already do unthrottle checking here.
85 lines
2.6 KiB
C++
85 lines
2.6 KiB
C++
// Copyright (c) 2017- 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 <deque>
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#include <d3d11.h>
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#include "GPU/GPUCommon.h"
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#include "GPU/D3D11/DrawEngineD3D11.h"
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#include "GPU/D3D11/TextureCacheD3D11.h"
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#include "GPU/D3D11/DepalettizeShaderD3D11.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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class FramebufferManagerD3D11;
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class ShaderManagerD3D11;
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class LinkedShaderD3D11;
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class GPU_D3D11 : public GPUCommon {
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public:
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GPU_D3D11(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
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~GPU_D3D11();
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void CheckGPUFeatures() override;
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void PreExecuteOp(u32 op, u32 diff) override;
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void ExecuteOp(u32 op, u32 diff) override;
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void ReapplyGfxState() override;
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
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void GetStats(char *buffer, size_t bufsize) override;
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void ClearCacheNextFrame() override;
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void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
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void DeviceRestore() override;
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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void BeginHostFrame() override;
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void EndHostFrame() override;
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protected:
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void FinishDeferred() override;
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private:
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void Flush() {
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drawEngine_.Flush();
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}
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// void ApplyDrawState(int prim);
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void CheckFlushOp(int cmd, u32 diff);
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void BuildReportingInfo();
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void InitClear() override;
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void BeginFrame() override;
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void CopyDisplayToOutput() override;
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ID3D11Device *device_;
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ID3D11DeviceContext *context_;
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FramebufferManagerD3D11 *framebufferManagerD3D11_;
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TextureCacheD3D11 *textureCacheD3D11_;
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DepalShaderCacheD3D11 *depalShaderCache_;
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DrawEngineD3D11 drawEngine_;
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ShaderManagerD3D11 *shaderManagerD3D11_;
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};
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