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https://github.com/hrydgard/ppsspp.git
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8a5f07b860
Since we can get the VulkanContext cheaply from the draw context, it's easier to make sure things stay up to date.
115 lines
3.3 KiB
C++
115 lines
3.3 KiB
C++
// Copyright (c) 2015- 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 <string>
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#include <vector>
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#include "Common/File/Path.h"
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#include "GPU/GPUCommon.h"
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#include "GPU/Vulkan/DrawEngineVulkan.h"
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#include "GPU/Vulkan/PipelineManagerVulkan.h"
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#include "GPU/Vulkan/DepalettizeShaderVulkan.h"
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class FramebufferManagerVulkan;
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class ShaderManagerVulkan;
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class LinkedShader;
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class TextureCacheVulkan;
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class GPU_Vulkan : public GPUCommon {
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public:
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GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
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~GPU_Vulkan();
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// This gets called on startup and when we get back from settings.
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void CheckGPUFeatures() override;
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bool IsReady() override;
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void CancelReady() override;
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// These are where we can reset command buffers etc.
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void BeginHostFrame() override;
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void EndHostFrame() override;
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void PreExecuteOp(u32 op, u32 diff) override;
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void ExecuteOp(u32 op, u32 diff) override;
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
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void GetStats(char *buffer, size_t bufsize) override;
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void ClearCacheNextFrame() override;
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void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
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void DeviceRestore() override;
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
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std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
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std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
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TextureCacheVulkan *GetTextureCache() {
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return textureCacheVulkan_;
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}
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std::string GetGpuProfileString();
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protected:
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void FinishDeferred() override;
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private:
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void Flush() {
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drawEngine_.Flush();
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}
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void CheckFlushOp(int cmd, u32 diff);
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void BuildReportingInfo();
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void InitClear() override;
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void CopyDisplayToOutput(bool reallyDirty) override;
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void Reinitialize() override;
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void InitDeviceObjects();
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void DestroyDeviceObjects();
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void LoadCache(const Path &filename);
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void SaveCache(const Path &filename);
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FramebufferManagerVulkan *framebufferManagerVulkan_;
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TextureCacheVulkan *textureCacheVulkan_;
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DepalShaderCacheVulkan depalShaderCache_;
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DrawEngineVulkan drawEngine_;
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// Manages shaders and UBO data
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ShaderManagerVulkan *shaderManagerVulkan_;
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// Manages state and pipeline objects
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PipelineManagerVulkan *pipelineManager_;
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// Simple 2D drawing engine.
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Vulkan2D vulkan2D_;
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struct FrameData {
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VulkanPushBuffer *push_;
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};
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FrameData frameData_[VulkanContext::MAX_INFLIGHT_FRAMES]{};
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Path shaderCachePath_;
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bool shaderCacheLoaded_ = false;
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};
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