ppsspp/GPU/GPUInterface.h
Unknown W. Brackets 6b20c0318d softgpu: Correct matrix value update wrapping.
The values read back when saving a context or getting matrix data are set
differently than the actual values used for rendering.

This implements the wrapping and bleeding between matrices within softgpu,
but leaves hardware rendering to only use the rendering registers for
speed.
2022-09-27 22:29:55 -07:00

264 lines
8.3 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 <list>
#include <string>
#include <vector>
#include "Common/Common.h"
#include "Common/Swap.h"
#include "GPU/GPU.h"
#include "Core/MemMap.h"
#include "GPU/ge_constants.h"
#include "GPU/Common/ShaderCommon.h"
struct PspGeListArgs;
struct GPUgstate;
class PointerWrap;
enum DisplayListStatus {
// The list has been completed
PSP_GE_LIST_COMPLETED = 0,
// The list is queued but not executed yet
PSP_GE_LIST_QUEUED = 1,
// The list is currently being executed
PSP_GE_LIST_DRAWING = 2,
// The list was stopped because it encountered stall address
PSP_GE_LIST_STALLING = 3,
// The list is paused because of a signal or sceGeBreak
PSP_GE_LIST_PAUSED = 4,
};
enum DisplayListState {
// No state assigned, the list is empty
PSP_GE_DL_STATE_NONE = 0,
// The list has been queued
PSP_GE_DL_STATE_QUEUED = 1,
// The list is being executed
PSP_GE_DL_STATE_RUNNING = 2,
// The list was completed and will be removed
PSP_GE_DL_STATE_COMPLETED = 3,
// The list has been paused by a signal
PSP_GE_DL_STATE_PAUSED = 4,
};
enum SignalBehavior {
PSP_GE_SIGNAL_NONE = 0x00,
PSP_GE_SIGNAL_HANDLER_SUSPEND = 0x01,
PSP_GE_SIGNAL_HANDLER_CONTINUE = 0x02,
PSP_GE_SIGNAL_HANDLER_PAUSE = 0x03,
PSP_GE_SIGNAL_SYNC = 0x08,
PSP_GE_SIGNAL_JUMP = 0x10,
PSP_GE_SIGNAL_CALL = 0x11,
PSP_GE_SIGNAL_RET = 0x12,
PSP_GE_SIGNAL_RJUMP = 0x13,
PSP_GE_SIGNAL_RCALL = 0x14,
PSP_GE_SIGNAL_OJUMP = 0x15,
PSP_GE_SIGNAL_OCALL = 0x16,
PSP_GE_SIGNAL_RTBP0 = 0x20,
PSP_GE_SIGNAL_RTBP1 = 0x21,
PSP_GE_SIGNAL_RTBP2 = 0x22,
PSP_GE_SIGNAL_RTBP3 = 0x23,
PSP_GE_SIGNAL_RTBP4 = 0x24,
PSP_GE_SIGNAL_RTBP5 = 0x25,
PSP_GE_SIGNAL_RTBP6 = 0x26,
PSP_GE_SIGNAL_RTBP7 = 0x27,
PSP_GE_SIGNAL_OTBP0 = 0x28,
PSP_GE_SIGNAL_OTBP1 = 0x29,
PSP_GE_SIGNAL_OTBP2 = 0x2A,
PSP_GE_SIGNAL_OTBP3 = 0x2B,
PSP_GE_SIGNAL_OTBP4 = 0x2C,
PSP_GE_SIGNAL_OTBP5 = 0x2D,
PSP_GE_SIGNAL_OTBP6 = 0x2E,
PSP_GE_SIGNAL_OTBP7 = 0x2F,
PSP_GE_SIGNAL_RCBP = 0x30,
PSP_GE_SIGNAL_OCBP = 0x38,
PSP_GE_SIGNAL_BREAK1 = 0xF0,
PSP_GE_SIGNAL_BREAK2 = 0xFF,
};
enum GPURunState {
GPUSTATE_RUNNING = 0,
GPUSTATE_DONE = 1,
GPUSTATE_STALL = 2,
GPUSTATE_INTERRUPT = 3,
GPUSTATE_ERROR = 4,
};
enum GPUSyncType {
GPU_SYNC_DRAW,
GPU_SYNC_LIST,
};
enum class StencilUpload {
NEEDS_CLEAR = 1,
STENCIL_IS_ZERO = 2,
IGNORE_ALPHA = 4,
};
ENUM_CLASS_BITOPS(StencilUpload);
// Used for debug
struct FramebufferInfo {
u32 fb_address;
u32 z_address;
int format;
u32 width;
u32 height;
void* fbo;
};
struct DisplayListStackEntry {
u32 pc;
u32 offsetAddr;
u32 baseAddr;
};
struct DisplayList {
int id;
u32 startpc;
u32 pc;
u32 stall;
DisplayListState state;
SignalBehavior signal;
int subIntrBase;
u16 subIntrToken;
DisplayListStackEntry stack[32];
int stackptr;
bool interrupted;
u64 waitTicks;
bool interruptsEnabled;
bool pendingInterrupt;
bool started;
PSPPointer<u32_le> context;
u32 offsetAddr;
bool bboxResult;
u32 stackAddr;
u32 padding; // Android x86-32 does not round the structure size up to the closest multiple of 8 like the other platforms.
};
enum GPUInvalidationType {
// Affects all memory. Not considered highly.
GPU_INVALIDATE_ALL,
// Indicates some memory may have changed.
GPU_INVALIDATE_HINT,
// Reliable invalidation (where any hashing, etc. is unneeded, it'll always invalidate.)
GPU_INVALIDATE_SAFE,
// Forced invalidation for when the texture hash may not catch changes.
GPU_INVALIDATE_FORCE,
};
namespace Draw {
class DrawContext;
}
class GPUInterface {
public:
virtual ~GPUInterface() {}
static const int DisplayListMaxCount = 64;
virtual Draw::DrawContext *GetDrawContext() = 0;
// Initialization
virtual bool IsReady() = 0;
virtual void CancelReady() = 0;
virtual void InitClear() = 0;
virtual void Reinitialize() = 0;
// Frame managment
virtual void BeginHostFrame() = 0;
virtual void EndHostFrame() = 0;
// Draw queue management
virtual DisplayList* getList(int listid) = 0;
// TODO: Much of this should probably be shared between the different GPU implementations.
virtual u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer<PspGeListArgs> args, bool head) = 0;
virtual u32 DequeueList(int listid) = 0;
virtual u32 UpdateStall(int listid, u32 newstall) = 0;
virtual u32 DrawSync(int mode) = 0;
virtual int ListSync(int listid, int mode) = 0;
virtual u32 Continue() = 0;
virtual u32 Break(int mode) = 0;
virtual int GetStack(int index, u32 stackPtr) = 0;
virtual bool GetMatrix24(GEMatrixType type, u32_le *result, u32 cmdbits) = 0;
virtual void ResetMatrices() = 0;
virtual void InterruptStart(int listid) = 0;
virtual void InterruptEnd(int listid) = 0;
virtual void SyncEnd(GPUSyncType waitType, int listid, bool wokeThreads) = 0;
virtual void PreExecuteOp(u32 op, u32 diff) = 0;
virtual void ExecuteOp(u32 op, u32 diff) = 0;
// Framebuffer management
virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) = 0;
virtual void BeginFrame() = 0; // Can be a good place to draw the "memory" framebuffer for accelerated plugins
virtual void CopyDisplayToOutput(bool reallyDirty) = 0;
// Tells the GPU to update the gpuStats structure.
virtual void GetStats(char *buffer, size_t bufsize) = 0;
// Invalidate any cached content sourced from the specified range.
// If size = -1, invalidate everything.
virtual void InvalidateCache(u32 addr, int size, GPUInvalidationType type) = 0;
virtual void NotifyVideoUpload(u32 addr, int size, int width, int format) = 0;
// Update either RAM from VRAM, or VRAM from RAM... or even VRAM from VRAM.
virtual bool PerformMemoryCopy(u32 dest, u32 src, int size) = 0;
virtual bool PerformMemorySet(u32 dest, u8 v, int size) = 0;
virtual bool PerformMemoryDownload(u32 dest, int size) = 0;
virtual bool PerformMemoryUpload(u32 dest, int size) = 0;
virtual bool PerformStencilUpload(u32 dest, int size, StencilUpload flags = StencilUpload::NEEDS_CLEAR) = 0;
// Will cause the texture cache to be cleared at the start of the next frame.
virtual void ClearCacheNextFrame() = 0;
// Internal hack to avoid interrupts from "PPGe" drawing (utility UI, etc)
virtual void EnableInterrupts(bool enable) = 0;
virtual void DeviceLost() = 0;
virtual void DeviceRestore() = 0;
virtual void ReapplyGfxState() = 0;
virtual void DoState(PointerWrap &p) = 0;
// Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*.
virtual void Resized() = 0;
virtual void ClearShaderCache() = 0;
virtual void CleanupBeforeUI() = 0;
virtual bool FramebufferDirty() = 0;
virtual bool FramebufferReallyDirty() = 0;
virtual bool BusyDrawing() = 0;
// If any jit is being used inside the GPU.
virtual bool DescribeCodePtr(const u8 *ptr, std::string &name) = 0;
// Debugging
virtual void DumpNextFrame() = 0;
virtual void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) = 0;
virtual const std::list<int>& GetDisplayLists() = 0;
// TODO: Currently Qt only, needs to be cleaned up.
virtual std::vector<FramebufferInfo> GetFramebufferList() const = 0;
virtual s64 GetListTicks(int listid) const = 0;
// For debugging. The IDs returned are opaque, do not poke in them or display them in any way.
virtual std::vector<std::string> DebugGetShaderIDs(DebugShaderType type) = 0;
virtual std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType) = 0;
};