mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-30 17:02:19 +00:00
236 lines
5.8 KiB
C++
236 lines
5.8 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 "Common/Data/Collections/Hashmaps.h"
|
|
#include "Common/GPU/OpenGL/GLCommon.h"
|
|
#include "Common/GPU/OpenGL/GLRenderManager.h"
|
|
|
|
#include "GPU/GPUState.h"
|
|
#include "GPU/Common/GPUDebugInterface.h"
|
|
#include "GPU/Common/IndexGenerator.h"
|
|
#include "GPU/Common/VertexDecoderCommon.h"
|
|
#include "GPU/Common/DrawEngineCommon.h"
|
|
#include "GPU/Common/GPUStateUtils.h"
|
|
#include "GPU/Common/FragmentShaderGenerator.h"
|
|
|
|
class LinkedShader;
|
|
class ShaderManagerGLES;
|
|
class TextureCacheGLES;
|
|
class FramebufferManagerGLES;
|
|
class FramebufferManagerCommon;
|
|
class TextureCacheCommon;
|
|
class FragmentTestCacheGLES;
|
|
struct TransformedVertex;
|
|
|
|
struct DecVtxFormat;
|
|
|
|
enum {
|
|
TEX_SLOT_PSP_TEXTURE = 0,
|
|
TEX_SLOT_SHADERBLEND_SRC = 1,
|
|
TEX_SLOT_ALPHATEST = 2,
|
|
TEX_SLOT_CLUT = 3,
|
|
TEX_SLOT_SPLINE_POINTS = 4,
|
|
TEX_SLOT_SPLINE_WEIGHTS_U = 5,
|
|
TEX_SLOT_SPLINE_WEIGHTS_V = 6,
|
|
};
|
|
|
|
|
|
// States transitions:
|
|
// On creation: DRAWN_NEW
|
|
// DRAWN_NEW -> DRAWN_HASHING
|
|
// DRAWN_HASHING -> DRAWN_RELIABLE
|
|
// DRAWN_HASHING -> DRAWN_UNRELIABLE
|
|
// DRAWN_ONCE -> UNRELIABLE
|
|
// DRAWN_RELIABLE -> DRAWN_SAFE
|
|
// UNRELIABLE -> death
|
|
// DRAWN_ONCE -> death
|
|
// DRAWN_RELIABLE -> death
|
|
|
|
enum {
|
|
VAI_FLAG_VERTEXFULLALPHA = 1,
|
|
};
|
|
|
|
// Try to keep this POD.
|
|
class VertexArrayInfo {
|
|
public:
|
|
VertexArrayInfo() {
|
|
status = VAI_NEW;
|
|
vbo = nullptr;
|
|
ebo = nullptr;
|
|
prim = GE_PRIM_INVALID;
|
|
numDraws = 0;
|
|
numFrames = 0;
|
|
lastFrame = gpuStats.numFlips;
|
|
numVerts = 0;
|
|
drawsUntilNextFullHash = 0;
|
|
flags = 0;
|
|
}
|
|
|
|
enum Status : uint8_t {
|
|
VAI_NEW,
|
|
VAI_HASHING,
|
|
VAI_RELIABLE, // cache, don't hash
|
|
VAI_UNRELIABLE, // never cache
|
|
};
|
|
|
|
uint64_t hash;
|
|
u32 minihash;
|
|
|
|
GLRBuffer *vbo;
|
|
GLRBuffer *ebo;
|
|
|
|
// Precalculated parameter for drawRangeElements
|
|
u16 numVerts;
|
|
u16 maxIndex;
|
|
s8 prim;
|
|
Status status;
|
|
|
|
// ID information
|
|
int numDraws;
|
|
int numFrames;
|
|
int lastFrame; // So that we can forget.
|
|
u16 drawsUntilNextFullHash;
|
|
u8 flags;
|
|
};
|
|
|
|
class TessellationDataTransferGLES : public TessellationDataTransfer {
|
|
private:
|
|
GLRTexture *data_tex[3]{};
|
|
int prevSizeU = 0, prevSizeV = 0;
|
|
int prevSizeWU = 0, prevSizeWV = 0;
|
|
GLRenderManager *renderManager_;
|
|
public:
|
|
TessellationDataTransferGLES(GLRenderManager *renderManager)
|
|
: renderManager_(renderManager) { }
|
|
~TessellationDataTransferGLES() {
|
|
EndFrame();
|
|
}
|
|
// Send spline/bezier's control points and weights to vertex shader through floating point texture.
|
|
void SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) override;
|
|
void EndFrame(); // Queues textures for deletion.
|
|
};
|
|
|
|
// Handles transform, lighting and drawing.
|
|
class DrawEngineGLES : public DrawEngineCommon {
|
|
public:
|
|
DrawEngineGLES(Draw::DrawContext *draw);
|
|
virtual ~DrawEngineGLES();
|
|
|
|
void SetShaderManager(ShaderManagerGLES *shaderManager) {
|
|
shaderManager_ = shaderManager;
|
|
}
|
|
void SetTextureCache(TextureCacheGLES *textureCache) {
|
|
textureCache_ = textureCache;
|
|
}
|
|
void SetFramebufferManager(FramebufferManagerGLES *fbManager) {
|
|
framebufferManager_ = fbManager;
|
|
}
|
|
void SetFragmentTestCache(FragmentTestCacheGLES *testCache) {
|
|
fragmentTestCache_ = testCache;
|
|
}
|
|
|
|
void DeviceLost();
|
|
void DeviceRestore(Draw::DrawContext *draw);
|
|
|
|
void ClearTrackedVertexArrays() override;
|
|
|
|
void BeginFrame();
|
|
void EndFrame();
|
|
|
|
|
|
// So that this can be inlined
|
|
void Flush() {
|
|
if (!numDrawCalls)
|
|
return;
|
|
DoFlush();
|
|
}
|
|
|
|
void FinishDeferred() {
|
|
if (!numDrawCalls)
|
|
return;
|
|
DoFlush();
|
|
}
|
|
|
|
bool IsCodePtrVertexDecoder(const u8 *ptr) const;
|
|
|
|
void DispatchFlush() override { Flush(); }
|
|
|
|
GLPushBuffer *GetPushVertexBuffer() {
|
|
return frameData_[render_->GetCurFrame()].pushVertex;
|
|
}
|
|
GLPushBuffer *GetPushIndexBuffer() {
|
|
return frameData_[render_->GetCurFrame()].pushIndex;
|
|
}
|
|
|
|
void ClearInputLayoutMap();
|
|
|
|
bool SupportsHWTessellation() const;
|
|
|
|
protected:
|
|
bool UpdateUseHWTessellation(bool enable) override;
|
|
void DecimateTrackedVertexArrays();
|
|
|
|
private:
|
|
void InitDeviceObjects();
|
|
void DestroyDeviceObjects();
|
|
|
|
void DoFlush();
|
|
void ApplyDrawState(int prim);
|
|
void ApplyDrawStateLate(bool setStencil, int stencilValue);
|
|
void ResetFramebufferRead();
|
|
|
|
GLRInputLayout *SetupDecFmtForDraw(LinkedShader *program, const DecVtxFormat &decFmt);
|
|
|
|
void *DecodeVertsToPushBuffer(GLPushBuffer *push, uint32_t *bindOffset, GLRBuffer **buf);
|
|
|
|
void FreeVertexArray(VertexArrayInfo *vai);
|
|
|
|
void MarkUnreliable(VertexArrayInfo *vai);
|
|
|
|
struct FrameData {
|
|
GLPushBuffer *pushVertex;
|
|
GLPushBuffer *pushIndex;
|
|
};
|
|
FrameData frameData_[GLRenderManager::MAX_INFLIGHT_FRAMES];
|
|
|
|
PrehashMap<VertexArrayInfo *, nullptr> vai_;
|
|
|
|
DenseHashMap<uint32_t, GLRInputLayout *, nullptr> inputLayoutMap_;
|
|
|
|
GLRInputLayout *softwareInputLayout_ = nullptr;
|
|
GLRenderManager *render_;
|
|
|
|
// Other
|
|
ShaderManagerGLES *shaderManager_ = nullptr;
|
|
TextureCacheGLES *textureCache_ = nullptr;
|
|
FramebufferManagerGLES *framebufferManager_ = nullptr;
|
|
FragmentTestCacheGLES *fragmentTestCache_ = nullptr;
|
|
Draw::DrawContext *draw_;
|
|
|
|
// Need to preserve the scissor for use when clearing.
|
|
ViewportAndScissor vpAndScissor;
|
|
|
|
int bufferDecimationCounter_ = 0;
|
|
|
|
int lastRenderStepId_ = -1;
|
|
|
|
// Hardware tessellation
|
|
TessellationDataTransferGLES *tessDataTransferGLES;
|
|
};
|