// 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 "../Globals.h" #include "GPUState.h" #include class PointerWrap; enum DisplayListStatus { PSP_GE_LIST_DONE = 0, // reached finish+end PSP_GE_LIST_QUEUED = 1, // in queue, not stalled PSP_GE_LIST_DRAWING = 2, // drawing PSP_GE_LIST_STALL_REACHED = 3, // stalled PSP_GE_LIST_END_REACHED = 4, // reached signal+end, in jpcsp but not in pspsdk? PSP_GE_LIST_CANCEL_DONE = 5, // canceled? }; // Used for debug struct FramebufferInfo { u32 fb_address; u32 z_address; int format; u32 width; u32 height; void* fbo; }; struct DisplayList { int id; u32 startpc; u32 pc; u32 stall; DisplayListStatus status; int subIntrBase; u16 subIntrToken; }; class GPUInterface { public: virtual ~GPUInterface() {} // Initialization virtual void InitClear() = 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, bool head) = 0; virtual void UpdateStall(int listid, u32 newstall) = 0; virtual void DrawSync(int mode) = 0; virtual void Continue() = 0; virtual void InterruptStart() = 0; virtual void InterruptEnd() = 0; virtual void PreExecuteOp(u32 op, u32 diff) = 0; virtual void ExecuteOp(u32 op, u32 diff) = 0; virtual bool InterpretList(DisplayList& list) = 0; virtual int listStatus(int listid) = 0; // Framebuffer management virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, int format) = 0; virtual void BeginFrame() = 0; // Can be a good place to draw the "memory" framebuffer for accelerated plugins virtual void CopyDisplayToOutput() = 0; // Tells the GPU to update the gpuStats structure. virtual void UpdateStats() = 0; // Invalidate any cached content sourced from the specified range. // If size = -1, invalidate everything. virtual void InvalidateCache(u32 addr, int size) = 0; virtual void InvalidateCacheHint(u32 addr, int size) = 0; // Internal hack to avoid interrupts from "PPGe" drawing (utility UI, etc) virtual void EnableInterrupts(bool enable) = 0; virtual void DeviceLost() = 0; virtual void Flush() = 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; // Debugging virtual void DumpNextFrame() = 0; virtual const std::deque& GetDisplayLists() = 0; virtual DisplayList* GetCurrentDisplayList() = 0; virtual bool DecodeTexture(u8* dest, GPUgstate state) = 0; virtual std::vector GetFramebufferList() = 0; };