mirror of
https://github.com/hrydgard/ppsspp.git
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199 lines
7.4 KiB
C++
199 lines
7.4 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 <list>
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#include <deque>
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#include "GPU/GPUCommon.h"
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#include "GPU/GLES/FBO.h"
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#include "GPU/GLES/Framebuffer.h"
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#include "GPU/GLES/DrawEngineGLES.h"
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#include "GPU/GLES/TextureCache.h"
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#include "GPU/GLES/DepalettizeShader.h"
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#include "GPU/GLES/FragmentTestCache.h"
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class ShaderManager;
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class LinkedShader;
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class GraphicsContext;
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class GPU_GLES : public GPUCommon {
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public:
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GPU_GLES(GraphicsContext *gfxCtx);
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~GPU_GLES();
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// This gets called on startup and when we get back from settings.
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void CheckGPUFeatures();
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void InitClear() override;
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void Reinitialize() override;
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void PreExecuteOp(u32 op, u32 diff) override;
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void Execute_Generic(u32 op, u32 diff);
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void ExecuteOp(u32 op, u32 diff) override;
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void ReapplyGfxStateInternal() override;
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void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
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void CopyDisplayToOutput() override;
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void BeginFrame() override;
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void GetStats(char *buffer, size_t bufsize) override;
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void InvalidateCache(u32 addr, int size, GPUInvalidationType type) override;
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void NotifyVideoUpload(u32 addr, int size, int width, int format) override;
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bool PerformMemoryCopy(u32 dest, u32 src, int size) override;
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bool PerformMemorySet(u32 dest, u8 v, int size) override;
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bool PerformMemoryDownload(u32 dest, int size) override;
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bool PerformMemoryUpload(u32 dest, int size) override;
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bool PerformStencilUpload(u32 dest, int size) 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 DumpNextFrame() override;
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void DoState(PointerWrap &p) override;
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void ClearShaderCache() override;
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void CleanupBeforeUI() override;
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bool DecodeTexture(u8 *dest, const GPUgstate &state) override {
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return textureCacheGL_->DecodeTexture(dest, state);
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}
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bool FramebufferDirty() override;
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bool FramebufferReallyDirty() override;
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void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
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primaryInfo = reportingPrimaryInfo_;
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fullInfo = reportingFullInfo_;
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}
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std::vector<FramebufferInfo> GetFramebufferList() override;
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bool GetCurrentFramebuffer(GPUDebugBuffer &buffer, GPUDebugFramebufferType type, int maxRes) override;
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bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer) override;
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bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer) override;
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bool GetCurrentTexture(GPUDebugBuffer &buffer, int level) override;
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bool GetCurrentClut(GPUDebugBuffer &buffer) override;
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static bool GetOutputFramebuffer(GPUDebugBuffer &buffer);
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bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices) override;
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bool DescribeCodePtr(const u8 *ptr, std::string &name) override;
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typedef void (GPU_GLES::*CmdFunc)(u32 op, u32 diff);
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struct CommandInfo {
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u8 flags;
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GPU_GLES::CmdFunc func;
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};
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void Execute_Vaddr(u32 op, u32 diff);
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void Execute_Iaddr(u32 op, u32 diff);
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void Execute_Prim(u32 op, u32 diff);
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void Execute_Bezier(u32 op, u32 diff);
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void Execute_Spline(u32 op, u32 diff);
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void Execute_BoundingBox(u32 op, u32 diff);
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void Execute_VertexType(u32 op, u32 diff);
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void Execute_VertexTypeSkinning(u32 op, u32 diff);
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void Execute_Region(u32 op, u32 diff);
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void Execute_Scissor(u32 op, u32 diff);
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void Execute_FramebufType(u32 op, u32 diff);
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void Execute_ViewportType(u32 op, u32 diff);
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void Execute_ViewportZType(u32 op, u32 diff);
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void Execute_TexScaleU(u32 op, u32 diff);
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void Execute_TexScaleV(u32 op, u32 diff);
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void Execute_TexOffsetU(u32 op, u32 diff);
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void Execute_TexOffsetV(u32 op, u32 diff);
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void Execute_TexAddr0(u32 op, u32 diff);
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void Execute_TexAddrN(u32 op, u32 diff);
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void Execute_TexBufw0(u32 op, u32 diff);
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void Execute_TexBufwN(u32 op, u32 diff);
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void Execute_TexSize0(u32 op, u32 diff);
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void Execute_TexSizeN(u32 op, u32 diff);
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void Execute_TexFormat(u32 op, u32 diff);
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void Execute_TexMapMode(u32 op, u32 diff);
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void Execute_TexParamType(u32 op, u32 diff);
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void Execute_TexEnvColor(u32 op, u32 diff);
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void Execute_TexLevel(u32 op, u32 diff);
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void Execute_LoadClut(u32 op, u32 diff);
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void Execute_ClutFormat(u32 op, u32 diff);
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void Execute_Ambient(u32 op, u32 diff);
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void Execute_MaterialDiffuse(u32 op, u32 diff);
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void Execute_MaterialEmissive(u32 op, u32 diff);
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void Execute_MaterialAmbient(u32 op, u32 diff);
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void Execute_MaterialSpecular(u32 op, u32 diff);
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void Execute_Light0Param(u32 op, u32 diff);
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void Execute_Light1Param(u32 op, u32 diff);
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void Execute_Light2Param(u32 op, u32 diff);
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void Execute_Light3Param(u32 op, u32 diff);
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void Execute_FogColor(u32 op, u32 diff);
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void Execute_FogCoef(u32 op, u32 diff);
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void Execute_ColorTestMask(u32 op, u32 diff);
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void Execute_AlphaTest(u32 op, u32 diff);
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void Execute_StencilTest(u32 op, u32 diff);
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void Execute_ColorRef(u32 op, u32 diff);
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void Execute_WorldMtxNum(u32 op, u32 diff);
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void Execute_WorldMtxData(u32 op, u32 diff);
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void Execute_ViewMtxNum(u32 op, u32 diff);
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void Execute_ViewMtxData(u32 op, u32 diff);
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void Execute_ProjMtxNum(u32 op, u32 diff);
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void Execute_ProjMtxData(u32 op, u32 diff);
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void Execute_TgenMtxNum(u32 op, u32 diff);
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void Execute_TgenMtxData(u32 op, u32 diff);
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void Execute_BoneMtxNum(u32 op, u32 diff);
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void Execute_BoneMtxData(u32 op, u32 diff);
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void Execute_BlockTransferStart(u32 op, u32 diff);
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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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protected:
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void FastRunLoop(DisplayList &list) override;
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void ProcessEvent(GPUEvent ev) override;
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void FastLoadBoneMatrix(u32 target) override;
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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 InitClearInternal();
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void BeginFrameInternal();
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void CopyDisplayToOutputInternal();
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void PerformMemoryCopyInternal(u32 dest, u32 src, int size);
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void PerformMemorySetInternal(u32 dest, u8 v, int size);
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void PerformStencilUploadInternal(u32 dest, int size);
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void InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type);
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void ReinitializeInternal();
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inline void UpdateVsyncInterval(bool force);
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void UpdateCmdInfo();
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static CommandInfo cmdInfo_[256];
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FramebufferManager *framebufferManagerGL_;
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TextureCache *textureCacheGL_;
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DepalShaderCache depalShaderCache_;
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DrawEngineGLES drawEngine_;
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FragmentTestCache fragmentTestCache_;
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ShaderManager *shaderManager_;
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int lastVsync_;
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std::string reportingPrimaryInfo_;
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std::string reportingFullInfo_;
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GraphicsContext *gfxCtx_;
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std::string shaderCachePath_;
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};
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