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https://github.com/hrydgard/ppsspp.git
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101 lines
3.4 KiB
C++
101 lines
3.4 KiB
C++
// Copyright (c) 2015- 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/GPU/Vulkan/VulkanLoader.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Common/FramebufferManagerCommon.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/PresentationCommon.h"
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#include "GPU/Vulkan/VulkanUtil.h"
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#include "GPU/Vulkan/DepalettizeShaderVulkan.h"
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class TextureCacheVulkan;
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class DrawEngineVulkan;
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class VulkanContext;
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class ShaderManagerVulkan;
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class VulkanTexture;
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class VulkanPushBuffer;
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class FramebufferManagerVulkan : public FramebufferManagerCommon {
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public:
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FramebufferManagerVulkan(Draw::DrawContext *draw, VulkanContext *vulkan);
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~FramebufferManagerVulkan();
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void SetTextureCache(TextureCacheVulkan *tc);
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void SetShaderManager(ShaderManagerVulkan *sm);
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void SetDrawEngine(DrawEngineVulkan *td);
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void SetVulkan2D(Vulkan2D *vk2d) { vulkan2D_ = vk2d; }
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void SetPushBuffer(VulkanPushBuffer *push) { push_ = push; }
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// x,y,w,h are relative to destW, destH which fill out the target completely.
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void DrawActiveTexture(float x, float y, float w, float h, float destW, float destH, float u0, float v0, float u1, float v1, int uvRotation, int flags) override;
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void BeginFrameVulkan(); // there's a BeginFrame in the base class, which this calls
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void EndFrame();
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void DeviceLost() override;
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void DeviceRestore(Draw::DrawContext *draw) override;
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bool NotifyStencilUpload(u32 addr, int size, StencilUpload flags = StencilUpload::NEEDS_CLEAR) override;
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// If within a render pass, this will just issue a regular clear. If beginning a new render pass,
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// do that.
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void NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth);
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protected:
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void Bind2DShader() override;
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// Used by ReadFramebufferToMemory and later framebuffer block copies
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void BlitFramebuffer(VirtualFramebuffer *dst, int dstX, int dstY, VirtualFramebuffer *src, int srcX, int srcY, int w, int h, int bpp, const char *tag) override;
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private:
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void InitDeviceObjects();
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void DestroyDeviceObjects();
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VulkanContext *vulkan_;
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// Used to keep track of command buffers here but have moved all that into Thin3D.
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TextureCacheVulkan *textureCacheVulkan_ = nullptr;
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ShaderManagerVulkan *shaderManagerVulkan_ = nullptr;
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DrawEngineVulkan *drawEngineVulkan_ = nullptr;
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VulkanPushBuffer *push_;
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enum {
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MAX_COMMAND_BUFFERS = 32,
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};
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VkPipelineCache pipelineCache2D_;
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// Basic shaders
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VkShaderModule fsBasicTex_ = VK_NULL_HANDLE;
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VkShaderModule vsBasicTex_ = VK_NULL_HANDLE;
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VkShaderModule stencilVs_ = VK_NULL_HANDLE;
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VkShaderModule stencilFs_ = VK_NULL_HANDLE;
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VkPipeline cur2DPipeline_ = VK_NULL_HANDLE;
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VkSampler linearSampler_;
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VkSampler nearestSampler_;
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// Simple 2D drawing engine.
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Vulkan2D *vulkan2D_;
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};
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