ppsspp/GPU/GPUCommon.h

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C
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#pragma once
#include "Common/Common.h"
#include "Common/MemoryUtil.h"
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#include "Core/ThreadEventQueue.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/GPUDebugInterface.h"
#if defined(ANDROID)
#include <atomic>
#elif defined(_M_SSE)
#include <xmmintrin.h>
#endif
typedef ThreadEventQueue<GPUInterface, GPUEvent, GPUEventType, GPU_EVENT_INVALID, GPU_EVENT_SYNC_THREAD, GPU_EVENT_FINISH_EVENT_LOOP> GPUThreadEventQueue;
class GPUCommon : public GPUThreadEventQueue, public GPUDebugInterface
{
public:
GPUCommon();
virtual ~GPUCommon() {}
virtual void InterruptStart(int listid);
virtual void InterruptEnd(int listid);
virtual void SyncEnd(WaitType waitType, int listid, bool wokeThreads);
virtual void EnableInterrupts(bool enable) {
interruptsEnabled_ = enable;
}
virtual void ExecuteOp(u32 op, u32 diff);
virtual void PreExecuteOp(u32 op, u32 diff);
virtual bool InterpretList(DisplayList &list);
virtual bool ProcessDLQueue();
virtual u32 UpdateStall(int listid, u32 newstall);
virtual u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer<PspGeListArgs> args, bool head);
virtual u32 DequeueList(int listid);
virtual int ListSync(int listid, int mode);
virtual u32 DrawSync(int mode);
virtual int GetStack(int index, u32 stackPtr);
virtual void DoState(PointerWrap &p);
virtual bool FramebufferDirty() {
SyncThread();
return true;
}
virtual bool FramebufferReallyDirty() {
SyncThread();
return true;
}
virtual bool BusyDrawing();
virtual u32 Continue();
virtual u32 Break(int mode);
virtual void ReapplyGfxState();
virtual u64 GetTickEstimate() {
#if defined(_M_X64) || defined(ANDROID)
return curTickEst_;
#elif defined(_M_SSE)
__m64 result = *(__m64 *)&curTickEst_;
u64 safeResult = *(u64 *)&result;
_mm_empty();
return safeResult;
#else
lock_guard guard(curTickEstLock_);
return curTickEst_;
#endif
}
void *operator new(size_t s) {
return AllocateAlignedMemory(s, 16);
}
void operator delete(void *p) {
FreeAlignedMemory(p);
}
protected:
// To avoid virtual calls to PreExecuteOp().
virtual void FastRunLoop(DisplayList &list) = 0;
void SlowRunLoop(DisplayList &list);
void UpdatePC(u32 currentPC, u32 newPC = 0);
void UpdateState(GPUState state);
void PopDLQueue();
void CheckDrawSync();
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int GetNextListIndex();
void ProcessDLQueueInternal();
void ReapplyGfxStateInternal();
virtual void ProcessEvent(GPUEvent ev);
virtual bool ShouldExitEventLoop() {
return coreState != CORE_RUNNING;
}
// Allows early unlocking with a guard. Do not double unlock.
class easy_guard {
public:
easy_guard(recursive_mutex &mtx) : mtx_(mtx), locked_(true) { mtx_.lock(); }
~easy_guard() { if (locked_) mtx_.unlock(); }
void unlock() { if (locked_) mtx_.unlock(); else Crash(); locked_ = false; }
private:
recursive_mutex &mtx_;
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bool locked_;
};
typedef std::list<int> DisplayListQueue;
int nextListID;
DisplayList dls[DisplayListMaxCount];
DisplayList *currentList;
DisplayListQueue dlQueue;
recursive_mutex listLock;
bool interruptRunning;
GPUState gpuState;
bool isbreak;
u64 drawCompleteTicks;
u64 busyTicks;
int downcount;
u64 startingTicks;
u32 cycleLastPC;
int cyclesExecuted;
bool dumpNextFrame_;
bool dumpThisFrame_;
bool interruptsEnabled_;
private:
// For CPU/GPU sync.
#ifdef ANDROID
std::atomic<u64> curTickEst_;
#else
volatile MEMORY_ALIGNED16(u64) curTickEst_;
recursive_mutex curTickEstLock_;
#endif
inline void UpdateTickEstimate(u64 value) {
#if defined(_M_X64) || defined(ANDROID)
curTickEst_ = value;
#elif defined(_M_SSE)
__m64 result = *(__m64 *)&value;
*(__m64 *)&curTickEst_ = result;
_mm_empty();
#else
lock_guard guard(curTickEstLock_);
curTickEst_ = value;
#endif
}
public:
// From GPUDebugInterface.
virtual bool GetCurrentDisplayList(DisplayList &list);
virtual std::vector<DisplayList> ActiveDisplayLists();
virtual void ResetListPC(int listID, u32 pc);
virtual void ResetListStall(int listID, u32 stall);
virtual void ResetListState(int listID, DisplayListState state);
virtual GPUDebugOp DissassembleOp(u32 pc, u32 op);
virtual std::vector<GPUDebugOp> DissassembleOpRange(u32 startpc, u32 endpc);
virtual u32 GetRelativeAddress(u32 data);
virtual u32 GetVertexAddress();
virtual u32 GetIndexAddress();
virtual GPUgstate GetGState();
virtual void SetCmdValue(u32 op);
virtual DisplayList* getList(int listid)
{
return &dls[listid];
}
const std::list<int>& GetDisplayLists()
{
return dlQueue;
}
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virtual bool DecodeTexture(u8* dest, GPUgstate state)
{
return false;
}
std::vector<FramebufferInfo> GetFramebufferList()
{
return std::vector<FramebufferInfo>();
}
virtual void ClearShaderCache() {}
};