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120 lines
2.9 KiB
C++
120 lines
2.9 KiB
C++
#pragma once
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#include "native/base/mutex.h"
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#include "GPU/GPUInterface.h"
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#include <deque>
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class GPUCommon : public GPUInterface
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{
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public:
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GPUCommon();
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virtual ~GPUCommon() {}
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virtual void RunEventsUntil(u64 globalticks);
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virtual void FinishEventLoop();
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virtual void InterruptStart(int listid);
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virtual void InterruptEnd(int listid);
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virtual void SyncEnd(WaitType waitType, int listid, bool wokeThreads);
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virtual void EnableInterrupts(bool enable) {
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interruptsEnabled_ = enable;
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}
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virtual void ExecuteOp(u32 op, u32 diff);
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virtual void PreExecuteOp(u32 op, u32 diff);
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virtual bool InterpretList(DisplayList &list);
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virtual bool ProcessDLQueue();
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virtual u32 UpdateStall(int listid, u32 newstall);
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virtual u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, bool head);
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virtual u32 DequeueList(int listid);
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virtual int ListSync(int listid, int mode);
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virtual u32 DrawSync(int mode);
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virtual void DoState(PointerWrap &p);
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virtual bool FramebufferDirty() { return true; }
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virtual u32 Continue();
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virtual u32 Break(int mode);
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virtual void ReapplyGfxState();
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virtual void SyncThread();
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protected:
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// To avoid virtual calls to PreExecuteOp().
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virtual void FastRunLoop(DisplayList &list) = 0;
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void SlowRunLoop(DisplayList &list);
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void UpdatePC(u32 currentPC, u32 newPC = 0);
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void UpdateState(GPUState state);
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void PopDLQueue();
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void CheckDrawSync();
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int GetNextListIndex();
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GPUEvent GetNextEvent();
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bool HasEvents();
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void ScheduleEvent(GPUEvent ev);
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void ProcessDLQueueInternal();
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void ReapplyGfxStateInternal();
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virtual void ProcessEvent(GPUEvent ev) = 0;
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class easy_guard {
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public:
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easy_guard(recursive_mutex &mtx) : mtx_(mtx), locked_(true) { mtx_.lock(); }
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~easy_guard() { if (locked_) mtx_.unlock(); }
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void lock() { if (!locked_) mtx_.lock(); locked_ = true; }
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void unlock() { if (locked_) mtx_.unlock(); locked_ = false; }
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private:
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bool locked_;
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recursive_mutex &mtx_;
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};
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typedef std::list<int> DisplayListQueue;
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DisplayList dls[DisplayListMaxCount];
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DisplayList *currentList;
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DisplayListQueue dlQueue;
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recursive_mutex listLock;
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std::deque<GPUEvent> events;
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recursive_mutex eventsLock;
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recursive_mutex eventsWaitLock;
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recursive_mutex eventsDrainLock;
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condition_variable eventsWait;
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condition_variable eventsDrain;
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bool interruptRunning;
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GPUState gpuState;
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bool isbreak;
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u64 drawCompleteTicks;
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u64 busyTicks;
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int downcount;
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u64 startingTicks;
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u32 cycleLastPC;
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int cyclesExecuted;
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bool dumpNextFrame_;
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bool dumpThisFrame_;
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bool interruptsEnabled_;
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public:
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virtual DisplayList* getList(int listid)
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{
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return &dls[listid];
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}
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const std::list<int>& GetDisplayLists()
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{
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return dlQueue;
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}
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DisplayList* GetCurrentDisplayList()
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{
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return currentList;
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}
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virtual bool DecodeTexture(u8* dest, GPUgstate state)
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{
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return false;
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}
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std::vector<FramebufferInfo> GetFramebufferList()
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{
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return std::vector<FramebufferInfo>();
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}
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};
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