mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-24 14:00:03 +00:00
225 lines
5.5 KiB
C++
225 lines
5.5 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 <Common/Hashmaps.h>
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#include <unordered_map>
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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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#include "GPU/GLES/FragmentShaderGeneratorGLES.h"
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#include "gfx/gl_common.h"
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#include "thin3d/GLRenderManager.h"
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class LinkedShader;
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class ShaderManagerGLES;
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class TextureCacheGLES;
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class FramebufferManagerGLES;
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class FramebufferManagerCommon;
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class TextureCacheCommon;
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class FragmentTestCacheGLES;
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struct TransformedVertex;
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struct DecVtxFormat;
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enum {
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TEX_SLOT_PSP_TEXTURE = 0,
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TEX_SLOT_SHADERBLEND_SRC = 1,
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TEX_SLOT_ALPHATEST = 2,
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TEX_SLOT_CLUT = 3,
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TEX_SLOT_SPLINE_POS = 4,
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TEX_SLOT_SPLINE_NRM = 5,
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TEX_SLOT_SPLINE_COL = 6,
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};
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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 VertexArrayInfo {
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public:
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VertexArrayInfo() {
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status = VAI_NEW;
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vbo = nullptr;
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ebo = nullptr;
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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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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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ReliableHashType hash;
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u32 minihash;
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GLRBuffer *vbo;
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GLRBuffer *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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// Handles transform, lighting and drawing.
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class DrawEngineGLES : public DrawEngineCommon {
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public:
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DrawEngineGLES(Draw::DrawContext *draw);
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virtual ~DrawEngineGLES();
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void SetShaderManager(ShaderManagerGLES *shaderManager) {
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shaderManager_ = shaderManager;
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}
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void SetTextureCache(TextureCacheGLES *textureCache) {
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textureCache_ = textureCache;
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}
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void SetFramebufferManager(FramebufferManagerGLES *fbManager) {
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framebufferManager_ = fbManager;
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}
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void SetFragmentTestCache(FragmentTestCacheGLES *testCache) {
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fragmentTestCache_ = testCache;
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}
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void DeviceLost();
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void DeviceRestore(Draw::DrawContext *draw);
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void ClearTrackedVertexArrays() override;
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void DecimateTrackedVertexArrays();
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void BeginFrame();
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void EndFrame();
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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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DoFlush();
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}
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bool IsCodePtrVertexDecoder(const u8 *ptr) const;
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void DispatchFlush() override { Flush(); }
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GLPushBuffer *GetPushVertexBuffer() {
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return frameData_[render_->GetCurFrame()].pushVertex;
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}
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GLPushBuffer *GetPushIndexBuffer() {
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return frameData_[render_->GetCurFrame()].pushIndex;
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}
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void ClearInputLayoutMap();
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private:
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void InitDeviceObjects();
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void DestroyDeviceObjects();
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void DoFlush();
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void ApplyDrawState(int prim);
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void ApplyDrawStateLate(bool setStencil, int stencilValue);
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void ResetShaderBlending();
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GLRInputLayout *SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt);
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void DecodeVertsToPushBuffer(GLPushBuffer *push, uint32_t *bindOffset, GLRBuffer **buf);
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void FreeVertexArray(VertexArrayInfo *vai);
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void MarkUnreliable(VertexArrayInfo *vai);
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struct FrameData {
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GLPushBuffer *pushVertex;
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GLPushBuffer *pushIndex;
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};
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FrameData frameData_[GLRenderManager::MAX_INFLIGHT_FRAMES];
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PrehashMap<VertexArrayInfo *, nullptr> vai_;
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DenseHashMap<uint32_t, GLRInputLayout *, nullptr> inputLayoutMap_;
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GLRInputLayout *softwareInputLayout_ = nullptr;
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GLRenderManager *render_;
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// Other
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ShaderManagerGLES *shaderManager_ = nullptr;
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TextureCacheGLES *textureCache_ = nullptr;
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FramebufferManagerGLES *framebufferManager_ = nullptr;
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FragmentTestCacheGLES *fragmentTestCache_ = nullptr;
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Draw::DrawContext *draw_;
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// Need to preserve the scissor for use when clearing.
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ViewportAndScissor vpAndScissor;
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int bufferDecimationCounter_ = 0;
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// Hardware tessellation
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class TessellationDataTransferGLES : public TessellationDataTransfer {
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private:
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GLRTexture *data_tex[3]{};
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GLRenderManager *renderManager_;
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public:
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TessellationDataTransferGLES(GLRenderManager *renderManager)
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: renderManager_(renderManager) { }
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~TessellationDataTransferGLES() {
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EndFrame();
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}
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void SendDataToShader(const float *pos, const float *tex, const float *col, int size, bool hasColor, bool hasTexCoords) override;
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void EndFrame() override; // Queues textures for deletion.
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};
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};
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