ppsspp/GPU/Vulkan/GPU_Vulkan.h

88 lines
2.6 KiB
C++

// Copyright (c) 2015- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#pragma once
#include <string>
#include <vector>
#include "Common/File/Path.h"
#include "GPU/GPUCommonHW.h"
#include "GPU/Vulkan/DrawEngineVulkan.h"
#include "GPU/Vulkan/PipelineManagerVulkan.h"
#include "GPU/Common/TextureShaderCommon.h"
class FramebufferManagerVulkan;
class ShaderManagerVulkan;
class LinkedShader;
class TextureCacheVulkan;
class GPU_Vulkan : public GPUCommonHW {
public:
GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
~GPU_Vulkan();
// This gets called on startup and when we get back from settings.
u32 CheckGPUFeatures() const override;
bool IsReady() override;
void CancelReady() override;
// These are where we can reset command buffers etc.
void BeginHostFrame() override;
void EndHostFrame() override;
void GetStats(char *buffer, size_t bufsize) override;
void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
void DeviceRestore(Draw::DrawContext *draw) override;
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
TextureCacheVulkan *GetTextureCache() {
return textureCacheVulkan_;
}
protected:
void FinishDeferred() override;
void CheckRenderResized() override;
private:
void BuildReportingInfo() override;
void InitDeviceObjects();
void DestroyDeviceObjects();
void LoadCache(const Path &filename);
void SaveCache(const Path &filename);
FramebufferManagerVulkan *framebufferManagerVulkan_;
TextureCacheVulkan *textureCacheVulkan_;
DrawEngineVulkan drawEngine_;
// Manages shaders and UBO data
ShaderManagerVulkan *shaderManagerVulkan_;
// Manages state and pipeline objects
PipelineManagerVulkan *pipelineManager_;
Path shaderCachePath_;
std::atomic<bool> shaderCacheLoaded_{};
};