mirror of
https://github.com/hrydgard/ppsspp.git
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bc15617392
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...
114 lines
3.4 KiB
C++
114 lines
3.4 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 <deque>
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class PointerWrap;
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enum DisplayListStatus
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{
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PSP_GE_LIST_DONE = 0, // reached finish+end
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PSP_GE_LIST_QUEUED = 1, // in queue, not stalled
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PSP_GE_LIST_DRAWING = 2, // drawing
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PSP_GE_LIST_STALL_REACHED = 3, // stalled
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PSP_GE_LIST_END_REACHED = 4, // reached signal+end, in jpcsp but not in pspsdk?
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PSP_GE_LIST_CANCEL_DONE = 5, // canceled?
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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 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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DisplayListStatus status;
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int subIntrBase;
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u16 subIntrToken;
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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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// 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 void UpdateStall(int listid, u32 newstall) = 0;
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virtual void DrawSync(int mode) = 0;
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virtual void Continue() = 0;
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virtual void InterruptStart() = 0;
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virtual void InterruptEnd() = 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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virtual int listStatus(int listid) = 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) = 0;
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virtual void InvalidateCacheHint(u32 addr, int size) = 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 const std::deque<DisplayList>& 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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