mirror of
https://github.com/hrydgard/ppsspp.git
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3c0ed69fd2
When a font is rendered, tell the GPU about it, but don't rehash. This not only improves perf (less hashing) but makes font changes more immediate (no deferred hashing.) But only if they use sceFont.
207 lines
6.2 KiB
C++
207 lines
6.2 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 "../Globals.h"
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#include "GPUState.h"
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#include "Core/HLE/sceKernelThread.h"
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#include <list>
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#include <string>
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class PointerWrap;
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enum DisplayListStatus
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{
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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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{
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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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{
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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 GPUState
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{
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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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// Used for debug
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struct FramebufferInfo
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{
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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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{
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u32 pc;
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u32 offsetAddr;
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};
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struct DisplayList
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{
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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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};
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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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class GPUInterface
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{
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public:
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virtual ~GPUInterface() {}
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static const int DisplayListMaxCount = 64;
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// Initialization
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virtual void InitClear() = 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, 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 void InterruptStart(int listid) = 0;
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virtual void InterruptEnd(int listid) = 0;
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virtual void SyncEnd(WaitType 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, int 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 UpdateStats() = 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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// 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 Flush() = 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 bool FramebufferDirty() = 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 DisplayList* GetCurrentDisplayList() = 0;
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virtual bool DecodeTexture(u8* dest, GPUgstate state) = 0;
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virtual std::vector<FramebufferInfo> GetFramebufferList() = 0;
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};
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