mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-27 15:30:35 +00:00
186 lines
6.6 KiB
C++
186 lines
6.6 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 <deque>
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#include "gfx_es2/fbo.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/GLES/Framebuffer.h"
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#include "GPU/GLES/TransformPipeline.h"
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#include "GPU/GLES/TextureCache.h"
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#include "GPU/GLES/DepalettizeShader.h"
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#include "GPU/GLES/FragmentTestCache.h"
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class ShaderManager;
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class LinkedShader;
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class GLES_GPU : public GPUCommon {
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public:
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GLES_GPU();
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~GLES_GPU();
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virtual void InitClear();
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virtual void Reinitialize();
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virtual void PreExecuteOp(u32 op, u32 diff);
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void Execute_Generic(u32 op, u32 diff);
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virtual void ExecuteOp(u32 op, u32 diff);
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virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
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virtual void CopyDisplayToOutput();
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virtual void BeginFrame();
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virtual void UpdateStats();
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virtual void InvalidateCache(u32 addr, int size, GPUInvalidationType type);
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virtual bool PerformMemoryCopy(u32 dest, u32 src, int size);
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virtual bool PerformMemorySet(u32 dest, u8 v, int size);
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virtual bool PerformMemoryDownload(u32 dest, int size);
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virtual bool PerformMemoryUpload(u32 dest, int size);
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virtual bool PerformStencilUpload(u32 dest, int size);
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virtual void ClearCacheNextFrame();
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virtual void DeviceLost(); // Only happens on Android. Drop all textures and shaders.
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virtual void DumpNextFrame();
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virtual void DoState(PointerWrap &p);
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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();
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virtual void ClearShaderCache();
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virtual void CleanupBeforeUI();
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virtual bool DecodeTexture(u8* dest, GPUgstate state) {
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return textureCache_.DecodeTexture(dest, state);
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}
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virtual bool FramebufferDirty();
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virtual bool FramebufferReallyDirty();
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virtual void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) {
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primaryInfo = reportingPrimaryInfo_;
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fullInfo = reportingFullInfo_;
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}
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std::vector<FramebufferInfo> GetFramebufferList();
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bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
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bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
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bool GetCurrentTexture(GPUDebugBuffer &buffer, int level);
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bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
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virtual bool DescribeCodePtr(const u8 *ptr, std::string &name);
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typedef void (GLES_GPU::*CmdFunc)(u32 op, u32 diff);
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struct CommandInfo {
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u8 flags;
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GLES_GPU::CmdFunc func;
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};
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void Execute_Vaddr(u32 op, u32 diff);
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void Execute_Iaddr(u32 op, u32 diff);
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void Execute_Prim(u32 op, u32 diff);
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void Execute_Bezier(u32 op, u32 diff);
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void Execute_Spline(u32 op, u32 diff);
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void Execute_BoundingBox(u32 op, u32 diff);
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void Execute_VertexType(u32 op, u32 diff);
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void Execute_VertexTypeSkinning(u32 op, u32 diff);
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void Execute_Region(u32 op, u32 diff);
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void Execute_Scissor(u32 op, u32 diff);
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void Execute_FramebufType(u32 op, u32 diff);
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void Execute_ViewportType(u32 op, u32 diff);
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void Execute_TexScaleU(u32 op, u32 diff);
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void Execute_TexScaleV(u32 op, u32 diff);
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void Execute_TexOffsetU(u32 op, u32 diff);
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void Execute_TexOffsetV(u32 op, u32 diff);
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void Execute_TexAddr0(u32 op, u32 diff);
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void Execute_TexAddrN(u32 op, u32 diff);
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void Execute_TexBufw0(u32 op, u32 diff);
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void Execute_TexBufwN(u32 op, u32 diff);
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void Execute_TexSize0(u32 op, u32 diff);
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void Execute_TexSizeN(u32 op, u32 diff);
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void Execute_TexFormat(u32 op, u32 diff);
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void Execute_TexMapMode(u32 op, u32 diff);
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void Execute_TexParamType(u32 op, u32 diff);
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void Execute_TexEnvColor(u32 op, u32 diff);
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void Execute_TexLevel(u32 op, u32 diff);
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void Execute_LoadClut(u32 op, u32 diff);
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void Execute_ClutFormat(u32 op, u32 diff);
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void Execute_Ambient(u32 op, u32 diff);
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void Execute_MaterialDiffuse(u32 op, u32 diff);
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void Execute_MaterialEmissive(u32 op, u32 diff);
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void Execute_MaterialAmbient(u32 op, u32 diff);
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void Execute_MaterialSpecular(u32 op, u32 diff);
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void Execute_Light0Param(u32 op, u32 diff);
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void Execute_Light1Param(u32 op, u32 diff);
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void Execute_Light2Param(u32 op, u32 diff);
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void Execute_Light3Param(u32 op, u32 diff);
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void Execute_FogColor(u32 op, u32 diff);
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void Execute_FogCoef(u32 op, u32 diff);
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void Execute_ColorTestMask(u32 op, u32 diff);
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void Execute_AlphaTest(u32 op, u32 diff);
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void Execute_StencilTest(u32 op, u32 diff);
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void Execute_ColorRef(u32 op, u32 diff);
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void Execute_WorldMtxNum(u32 op, u32 diff);
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void Execute_WorldMtxData(u32 op, u32 diff);
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void Execute_ViewMtxNum(u32 op, u32 diff);
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void Execute_ViewMtxData(u32 op, u32 diff);
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void Execute_ProjMtxNum(u32 op, u32 diff);
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void Execute_ProjMtxData(u32 op, u32 diff);
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void Execute_TgenMtxNum(u32 op, u32 diff);
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void Execute_TgenMtxData(u32 op, u32 diff);
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void Execute_BoneMtxNum(u32 op, u32 diff);
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void Execute_BoneMtxData(u32 op, u32 diff);
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void Execute_BlockTransferStart(u32 op, u32 diff);
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protected:
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virtual void FastRunLoop(DisplayList &list);
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virtual void ProcessEvent(GPUEvent ev);
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virtual void FastLoadBoneMatrix(u32 target);
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private:
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void Flush() {
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transformDraw_.Flush();
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}
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void DoBlockTransfer();
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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 InitClearInternal();
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void BeginFrameInternal();
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void CopyDisplayToOutputInternal();
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void PerformMemoryCopyInternal(u32 dest, u32 src, int size);
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void PerformMemorySetInternal(u32 dest, u8 v, int size);
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void PerformStencilUploadInternal(u32 dest, int size);
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void InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type);
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void ReinitializeInternal();
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inline void UpdateVsyncInterval(bool force);
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void UpdateCmdInfo();
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static CommandInfo cmdInfo_[256];
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FramebufferManager framebufferManager_;
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TextureCache textureCache_;
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DepalShaderCache depalShaderCache_;
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TransformDrawEngine transformDraw_;
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FragmentTestCache fragmentTestCache_;
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ShaderManager *shaderManager_;
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bool resized_;
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int lastVsync_;
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std::string reportingPrimaryInfo_;
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std::string reportingFullInfo_;
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};
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