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https://github.com/libretro/ppsspp.git
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112 lines
2.8 KiB
C++
112 lines
2.8 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 "../GPUCommon.h"
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#include "Framebuffer.h"
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#include "VertexDecoder.h"
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#include "TransformPipeline.h"
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#include "gfx_es2/fbo.h"
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class ShaderManager;
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class LinkedShader;
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class GLES_GPU : public GPUCommon
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{
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public:
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GLES_GPU(int renderWidth, int renderHeight);
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~GLES_GPU();
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virtual void InitClear();
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virtual void PreExecuteOp(u32 op, u32 diff);
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virtual void ExecuteOp(u32 op, u32 diff);
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virtual void DrawSync(int mode);
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virtual void Continue();
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virtual void Break();
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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 SetDisplayFramebuffer(u32 framebuf, u32 stride, int format);
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virtual void CopyDisplayToOutput();
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virtual void BeginFrame();
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virtual void UpdateStats();
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virtual void InvalidateCache(u32 addr, int size);
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virtual void InvalidateCacheHint(u32 addr, int size);
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virtual void DeviceLost(); // Only happens on Android. Drop all textures and shaders.
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virtual void DumpNextFrame();
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virtual void Flush();
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virtual void DoState(PointerWrap &p);
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private:
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void DoBlockTransfer();
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// Applies states for debugging if enabled.
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void BeginDebugDraw();
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void EndDebugDraw();
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FramebufferManager framebufferManager;
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TransformDrawEngine transformDraw_;
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ShaderManager *shaderManager_;
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u8 *flushBeforeCommand_;
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bool interruptsEnabled_;
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u32 displayFramebufPtr_;
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u32 displayStride_;
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int displayFormat_;
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int renderWidth_;
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int renderHeight_;
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float renderWidthFactor_;
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float renderHeightFactor_;
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struct CmdProcessorState {
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u32 pc;
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u32 stallAddr;
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int subIntrBase;
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};
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struct VirtualFramebuffer {
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u32 fb_address;
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u32 z_address;
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int fb_stride;
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int z_stride;
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// There's also a top left of the drawing region, but meh...
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int width;
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int height;
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int format; // virtual, right now they are all RGBA8888
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FBO *fbo;
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};
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void SetRenderFrameBuffer(); // Uses parameters computed from gstate
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// TODO: Break out into some form of FBO manager
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VirtualFramebuffer *GetDisplayFBO();
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std::list<VirtualFramebuffer *> vfbs_;
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VirtualFramebuffer *currentRenderVfb_;
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u8 bezierBuf[16000];
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};
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