ppsspp/GPU/GPUInterface.h
Henrik Rydgard bc15617392 Make un-buffered rendering much smarter, removing flicker.
This turns it into a very viable option for many games. You do lose some FX
but it can as a result even be used as a workaround for the massive glow
in Wipeout...
2013-03-03 13:00:21 +01:00

114 lines
3.4 KiB
C++

// Copyright (c) 2012- 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 "../Globals.h"
#include "GPUState.h"
#include <deque>
class PointerWrap;
enum DisplayListStatus
{
PSP_GE_LIST_DONE = 0, // reached finish+end
PSP_GE_LIST_QUEUED = 1, // in queue, not stalled
PSP_GE_LIST_DRAWING = 2, // drawing
PSP_GE_LIST_STALL_REACHED = 3, // stalled
PSP_GE_LIST_END_REACHED = 4, // reached signal+end, in jpcsp but not in pspsdk?
PSP_GE_LIST_CANCEL_DONE = 5, // canceled?
};
// Used for debug
struct FramebufferInfo
{
u32 fb_address;
u32 z_address;
int format;
u32 width;
u32 height;
void* fbo;
};
struct DisplayList
{
int id;
u32 startpc;
u32 pc;
u32 stall;
DisplayListStatus status;
int subIntrBase;
u16 subIntrToken;
};
class GPUInterface
{
public:
virtual ~GPUInterface() {}
// Initialization
virtual void InitClear() = 0;
// Draw queue management
virtual DisplayList* getList(int listid) = 0;
// TODO: Much of this should probably be shared between the different GPU implementations.
virtual u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, bool head) = 0;
virtual void UpdateStall(int listid, u32 newstall) = 0;
virtual void DrawSync(int mode) = 0;
virtual void Continue() = 0;
virtual void InterruptStart() = 0;
virtual void InterruptEnd() = 0;
virtual void PreExecuteOp(u32 op, u32 diff) = 0;
virtual void ExecuteOp(u32 op, u32 diff) = 0;
virtual bool InterpretList(DisplayList& list) = 0;
virtual int listStatus(int listid) = 0;
// Framebuffer management
virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) = 0;
virtual void BeginFrame() = 0; // Can be a good place to draw the "memory" framebuffer for accelerated plugins
virtual void CopyDisplayToOutput() = 0;
// Tells the GPU to update the gpuStats structure.
virtual void UpdateStats() = 0;
// Invalidate any cached content sourced from the specified range.
// If size = -1, invalidate everything.
virtual void InvalidateCache(u32 addr, int size) = 0;
virtual void InvalidateCacheHint(u32 addr, int size) = 0;
// Internal hack to avoid interrupts from "PPGe" drawing (utility UI, etc)
virtual void EnableInterrupts(bool enable) = 0;
virtual void DeviceLost() = 0;
virtual void Flush() = 0;
virtual void DoState(PointerWrap &p) = 0;
// Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*.
virtual void Resized() = 0;
virtual bool FramebufferDirty() = 0;
// Debugging
virtual void DumpNextFrame() = 0;
virtual const std::deque<DisplayList>& GetDisplayLists() = 0;
virtual DisplayList* GetCurrentDisplayList() = 0;
virtual bool DecodeTexture(u8* dest, GPUgstate state) = 0;
virtual std::vector<FramebufferInfo> GetFramebufferList() = 0;
};