ppsspp/GPU/GLES/GLES_GPU.h
Henrik Rydgard a3fa3c9c2d Combine and sort the GPU command tables by purpose, make it flags for future flexibility.
Fix a couple of bugs while at it (logic ops were not flushing, if viewport was partially changed, it might not take).
2013-08-23 13:36:55 +02:00

99 lines
2.9 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 <deque>
#include "gfx_es2/fbo.h"
#include "GPU/GPUCommon.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/VertexDecoder.h"
#include "GPU/GLES/TransformPipeline.h"
#include "GPU/GLES/TextureCache.h"
class ShaderManager;
class LinkedShader;
class GLES_GPU : public GPUCommon
{
public:
GLES_GPU();
~GLES_GPU();
virtual void InitClear();
virtual void PreExecuteOp(u32 op, u32 diff);
virtual void ExecuteOp(u32 op, u32 diff);
virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
virtual void CopyDisplayToOutput();
virtual void BeginFrame();
virtual void UpdateStats();
virtual void InvalidateCache(u32 addr, int size, GPUInvalidationType type);
virtual void UpdateMemory(u32 dest, u32 src, int size);
virtual void ClearCacheNextFrame();
virtual void DeviceLost(); // Only happens on Android. Drop all textures and shaders.
virtual void DumpNextFrame();
virtual void DoState(PointerWrap &p);
// Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*.
virtual void Resized();
virtual bool DecodeTexture(u8* dest, GPUgstate state) {
return textureCache_.DecodeTexture(dest, state);
}
virtual bool FramebufferDirty();
virtual bool FramebufferReallyDirty();
virtual void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) {
primaryInfo = reportingPrimaryInfo_;
fullInfo = reportingFullInfo_;
}
std::vector<FramebufferInfo> GetFramebufferList();
protected:
virtual void FastRunLoop(DisplayList &list);
virtual void ProcessEvent(GPUEvent ev);
private:
void Flush() {
transformDraw_.Flush();
}
void DoBlockTransfer();
void ApplyDrawState(int prim);
void CheckFlushOp(int cmd, u32 diff);
void BuildReportingInfo();
void InitClearInternal();
void BeginFrameInternal();
void CopyDisplayToOutputInternal();
void InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type);
FramebufferManager framebufferManager_;
TextureCache textureCache_;
TransformDrawEngine transformDraw_;
ShaderManager *shaderManager_;
u8 *commandFlags_;
bool resized_;
int lastVsync_;
std::string reportingPrimaryInfo_;
std::string reportingFullInfo_;
};