mirror of
https://github.com/hrydgard/ppsspp.git
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154 lines
4.2 KiB
C++
154 lines
4.2 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 "Common/Data/Collections/Hashmaps.h"
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#include "Common/GPU/OpenGL/GLCommon.h"
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#include "Common/GPU/OpenGL/GLRenderManager.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#include "GPU/Common/IndexGenerator.h"
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#include "GPU/Common/VertexDecoderCommon.h"
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#include "GPU/Common/DrawEngineCommon.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Common/FragmentShaderGenerator.h"
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class LinkedShader;
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class ShaderManagerGLES;
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class TextureCacheGLES;
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class FramebufferManagerGLES;
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class FramebufferManagerCommon;
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class TextureCacheCommon;
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class FragmentTestCacheGLES;
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struct TransformedVertex;
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struct DecVtxFormat;
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class TessellationDataTransferGLES : public TessellationDataTransfer {
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private:
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GLRTexture *data_tex[3]{};
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int prevSizeU = 0, prevSizeV = 0;
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int prevSizeWU = 0, prevSizeWV = 0;
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GLRenderManager *renderManager_;
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public:
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TessellationDataTransferGLES(GLRenderManager *renderManager)
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: renderManager_(renderManager) { }
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~TessellationDataTransferGLES() {
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EndFrame();
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}
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// Send spline/bezier's control points and weights to vertex shader through floating point texture.
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void SendDataToShader(const SimpleVertex *const *points, int size_u, int size_v, u32 vertType, const Spline::Weight2D &weights) override;
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void EndFrame(); // Queues textures for deletion.
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};
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// Handles transform, lighting and drawing.
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class DrawEngineGLES : public DrawEngineCommon {
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public:
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DrawEngineGLES(Draw::DrawContext *draw);
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~DrawEngineGLES();
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void SetShaderManager(ShaderManagerGLES *shaderManager) {
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shaderManager_ = shaderManager;
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}
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void SetTextureCache(TextureCacheGLES *textureCache) {
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textureCache_ = textureCache;
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}
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void SetFramebufferManager(FramebufferManagerGLES *fbManager) {
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framebufferManager_ = fbManager;
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}
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void SetFragmentTestCache(FragmentTestCacheGLES *testCache) {
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fragmentTestCache_ = testCache;
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}
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void DeviceLost() override;
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void DeviceRestore(Draw::DrawContext *draw) override;
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void ClearTrackedVertexArrays() override {}
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void BeginFrame();
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void EndFrame();
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// So that this can be inlined
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void Flush() {
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if (!numDrawCalls_)
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return;
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DoFlush();
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}
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void FinishDeferred() {
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if (!numDrawCalls_)
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return;
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DoFlush();
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}
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void DispatchFlush() override {
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if (!numDrawCalls_)
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return;
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Flush();
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}
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void ClearInputLayoutMap();
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bool SupportsHWTessellation() const;
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protected:
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bool UpdateUseHWTessellation(bool enable) const override;
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private:
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void Invalidate(InvalidationCallbackFlags flags);
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void InitDeviceObjects();
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void DestroyDeviceObjects();
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void DoFlush();
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void ApplyDrawState(int prim);
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void ApplyDrawStateLate(bool setStencil, int stencilValue);
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GLRInputLayout *SetupDecFmtForDraw(const DecVtxFormat &decFmt);
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struct FrameData {
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GLPushBuffer *pushVertex;
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GLPushBuffer *pushIndex;
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};
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FrameData frameData_[GLRenderManager::MAX_INFLIGHT_FRAMES];
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DenseHashMap<uint32_t, GLRInputLayout *> inputLayoutMap_;
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GLRInputLayout *softwareInputLayout_ = nullptr;
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GLRenderManager *render_;
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// Other
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ShaderManagerGLES *shaderManager_ = nullptr;
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TextureCacheGLES *textureCache_ = nullptr;
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FramebufferManagerGLES *framebufferManager_ = nullptr;
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FragmentTestCacheGLES *fragmentTestCache_ = nullptr;
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Draw::DrawContext *draw_;
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// Need to preserve the scissor for use when clearing.
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ViewportAndScissor vpAndScissor_{};
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// Need to preserve writemask, easiest way.
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GenericStencilFuncState stencilState_{};
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int bufferDecimationCounter_ = 0;
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int lastRenderStepId_ = -1;
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// Hardware tessellation
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TessellationDataTransferGLES *tessDataTransferGLES;
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};
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