ppsspp/GPU/Vulkan/GPU_Vulkan.h
Unknown W. Brackets 8a5f07b860 Vulkan: Don't cache vulkan_ with draw context.
Since we can get the VulkanContext cheaply from the draw context, it's
easier to make sure things stay up to date.
2021-11-14 15:25:28 -08:00

115 lines
3.3 KiB
C++

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