mirror of
https://github.com/libretro/ppsspp.git
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6d104edb5d
When returning to EmuScreen, we need to reset any enabled vertex arrays or we could crash in EmuScreen. Also, when starting a frame / dirting the shader, make sure also to toggle the vertex arrays.
204 lines
5.3 KiB
C++
204 lines
5.3 KiB
C++
#pragma once
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#include "Common/Common.h"
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#include "Common/MemoryUtil.h"
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#include "Core/ThreadEventQueue.h"
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#include "GPU/GPUInterface.h"
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#include "GPU/Common/GPUDebugInterface.h"
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#if defined(ANDROID)
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#include <atomic>
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#elif defined(_M_SSE)
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#include <xmmintrin.h>
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#endif
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typedef ThreadEventQueue<GPUInterface, GPUEvent, GPUEventType, GPU_EVENT_INVALID, GPU_EVENT_SYNC_THREAD, GPU_EVENT_FINISH_EVENT_LOOP> GPUThreadEventQueue;
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class GPUCommon : public GPUThreadEventQueue, public GPUDebugInterface
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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 Reinitialize();
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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(GPUSyncType 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, PSPPointer<PspGeListArgs> args, 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 int GetStack(int index, u32 stackPtr);
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virtual void DoState(PointerWrap &p);
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virtual bool FramebufferDirty() {
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SyncThread();
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return true;
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}
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virtual bool FramebufferReallyDirty() {
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SyncThread();
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return true;
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}
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virtual bool BusyDrawing();
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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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void Execute_OffsetAddr(u32 op, u32 diff);
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void Execute_Origin(u32 op, u32 diff);
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void Execute_Jump(u32 op, u32 diff);
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void Execute_BJump(u32 op, u32 diff);
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void Execute_Call(u32 op, u32 diff);
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void Execute_Ret(u32 op, u32 diff);
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void Execute_End(u32 op, u32 diff);
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virtual u64 GetTickEstimate() {
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#if defined(_M_X64) || defined(ANDROID)
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return curTickEst_;
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#elif defined(_M_SSE)
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__m64 result = *(__m64 *)&curTickEst_;
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u64 safeResult = *(u64 *)&result;
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_mm_empty();
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return safeResult;
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#else
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lock_guard guard(curTickEstLock_);
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return curTickEst_;
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#endif
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}
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void *operator new(size_t s) {
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return AllocateAlignedMemory(s, 16);
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}
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void operator delete(void *p) {
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FreeAlignedMemory(p);
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}
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virtual bool DescribeCodePtr(const u8 *ptr, std::string &name) {
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return false;
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}
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// From GPUDebugInterface.
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virtual bool GetCurrentDisplayList(DisplayList &list);
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virtual std::vector<DisplayList> ActiveDisplayLists();
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virtual void ResetListPC(int listID, u32 pc);
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virtual void ResetListStall(int listID, u32 stall);
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virtual void ResetListState(int listID, DisplayListState state);
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virtual GPUDebugOp DissassembleOp(u32 pc, u32 op);
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virtual std::vector<GPUDebugOp> DissassembleOpRange(u32 startpc, u32 endpc);
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virtual void NotifySteppingEnter();
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virtual void NotifySteppingExit();
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virtual u32 GetRelativeAddress(u32 data);
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virtual u32 GetVertexAddress();
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virtual u32 GetIndexAddress();
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virtual GPUgstate GetGState();
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virtual void SetCmdValue(u32 op);
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virtual DisplayList* getList(int listid) {
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return &dls[listid];
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}
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const std::list<int>& GetDisplayLists() {
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return dlQueue;
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}
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virtual bool DecodeTexture(u8* dest, GPUgstate state) {
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return false;
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}
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std::vector<FramebufferInfo> GetFramebufferList() {
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return std::vector<FramebufferInfo>();
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}
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virtual void ClearShaderCache() {}
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virtual void CleanupBeforeUI() {}
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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);
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void UpdatePC(u32 currentPC) {
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UpdatePC(currentPC, currentPC);
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}
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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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void ProcessDLQueueInternal();
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void ReapplyGfxStateInternal();
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virtual void FastLoadBoneMatrix(u32 target);
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virtual void ProcessEvent(GPUEvent ev);
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virtual bool ShouldExitEventLoop() {
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return coreState != CORE_RUNNING;
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}
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// Allows early unlocking with a guard. Do not double unlock.
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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 unlock() { if (locked_) mtx_.unlock(); else Crash(); locked_ = false; }
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private:
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recursive_mutex &mtx_;
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bool locked_;
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};
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typedef std::list<int> DisplayListQueue;
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int nextListID;
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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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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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private:
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// For CPU/GPU sync.
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#ifdef ANDROID
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std::atomic<u64> curTickEst_;
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#else
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volatile MEMORY_ALIGNED16(u64) curTickEst_;
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recursive_mutex curTickEstLock_;
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#endif
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inline void UpdateTickEstimate(u64 value) {
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#if defined(_M_X64) || defined(ANDROID)
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curTickEst_ = value;
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#elif defined(_M_SSE)
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__m64 result = *(__m64 *)&value;
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*(__m64 *)&curTickEst_ = result;
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_mm_empty();
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#else
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lock_guard guard(curTickEstLock_);
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curTickEst_ = value;
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#endif
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}
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// Debug stats.
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double timeSteppingStarted_;
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double timeSpentStepping_;
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};
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