ppsspp/GPU/GPUCommon.h
2016-04-10 13:07:08 -07:00

222 lines
5.9 KiB
C++

#pragma once
#include "Common/Common.h"
#include "Common/MemoryUtil.h"
#include "Core/ThreadEventQueue.h"
#include "GPU/GPUInterface.h"
#include "GPU/Common/GPUDebugInterface.h"
#if defined(ANDROID)
#include <atomic>
#elif defined(_M_SSE)
#include <xmmintrin.h>
#endif
typedef ThreadEventQueue<GPUInterface, GPUEvent, GPUEventType, GPU_EVENT_INVALID, GPU_EVENT_SYNC_THREAD, GPU_EVENT_FINISH_EVENT_LOOP> GPUThreadEventQueue;
class GPUCommon : public GPUThreadEventQueue, public GPUDebugInterface {
public:
GPUCommon();
virtual ~GPUCommon();
void Reinitialize() override;
void BeginHostFrame() override;
void EndHostFrame() override;
void InterruptStart(int listid) override;
void InterruptEnd(int listid) override;
void SyncEnd(GPUSyncType waitType, int listid, bool wokeThreads) override;
void EnableInterrupts(bool enable) override {
interruptsEnabled_ = enable;
}
void ExecuteOp(u32 op, u32 diff) override;
void PreExecuteOp(u32 op, u32 diff) override;
bool InterpretList(DisplayList &list) override;
virtual bool ProcessDLQueue();
u32 UpdateStall(int listid, u32 newstall) override;
u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, PSPPointer<PspGeListArgs> args, bool head) override;
u32 DequeueList(int listid) override;
int ListSync(int listid, int mode) override;
u32 DrawSync(int mode) override;
int GetStack(int index, u32 stackPtr) override;
void DoState(PointerWrap &p) override;
bool FramebufferDirty() override {
SyncThread();
return true;
}
bool FramebufferReallyDirty() override {
SyncThread();
return true;
}
bool BusyDrawing() override;
u32 Continue() override;
u32 Break(int mode) override;
void ReapplyGfxState() override;
void Execute_OffsetAddr(u32 op, u32 diff);
void Execute_Origin(u32 op, u32 diff);
void Execute_Jump(u32 op, u32 diff);
void Execute_BJump(u32 op, u32 diff);
void Execute_Call(u32 op, u32 diff);
void Execute_Ret(u32 op, u32 diff);
void Execute_End(u32 op, u32 diff);
u64 GetTickEstimate() override {
#if defined(_M_X64) || defined(ANDROID)
return curTickEst_;
#elif defined(_M_SSE)
__m64 result = *(__m64 *)&curTickEst_;
u64 safeResult = *(u64 *)&result;
_mm_empty();
return safeResult;
#else
lock_guard guard(curTickEstLock_);
return curTickEst_;
#endif
}
#ifdef USE_CRT_DBG
#undef new
#endif
void *operator new(size_t s) {
return AllocateAlignedMemory(s, 16);
}
void operator delete(void *p) {
FreeAlignedMemory(p);
}
#ifdef USE_CRT_DBG
#define new DBG_NEW
#endif
bool DescribeCodePtr(const u8 *ptr, std::string &name) override {
return false;
}
// From GPUDebugInterface.
bool GetCurrentDisplayList(DisplayList &list) override;
std::vector<DisplayList> ActiveDisplayLists() override;
void ResetListPC(int listID, u32 pc) override;
void ResetListStall(int listID, u32 stall) override;
void ResetListState(int listID, DisplayListState state) override;
GPUDebugOp DissassembleOp(u32 pc, u32 op) override;
std::vector<GPUDebugOp> DissassembleOpRange(u32 startpc, u32 endpc) override;
void NotifySteppingEnter() override;
void NotifySteppingExit() override;
u32 GetRelativeAddress(u32 data) override;
u32 GetVertexAddress() override;
u32 GetIndexAddress() override;
GPUgstate GetGState() override;
void SetCmdValue(u32 op) override;
DisplayList* getList(int listid) override {
return &dls[listid];
}
const std::list<int>& GetDisplayLists() override {
return dlQueue;
}
virtual bool DecodeTexture(u8* dest, const GPUgstate &state) override {
return false;
}
std::vector<FramebufferInfo> GetFramebufferList() override {
return std::vector<FramebufferInfo>();
}
void ClearShaderCache() override {}
void CleanupBeforeUI() override {}
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override { return std::vector<std::string>(); };
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override {
return "N/A";
}
protected:
// To avoid virtual calls to PreExecuteOp().
virtual void FastRunLoop(DisplayList &list) = 0;
void SlowRunLoop(DisplayList &list);
void UpdatePC(u32 currentPC, u32 newPC);
void UpdatePC(u32 currentPC) {
UpdatePC(currentPC, currentPC);
}
void UpdateState(GPURunState state);
void PopDLQueue();
void CheckDrawSync();
int GetNextListIndex();
void ProcessDLQueueInternal();
virtual void ReapplyGfxStateInternal();
virtual void FastLoadBoneMatrix(u32 target);
void ProcessEvent(GPUEvent ev) override;
bool ShouldExitEventLoop() override {
return coreState != CORE_RUNNING;
}
virtual void FinishDeferred() {
}
void AdvanceVerts(u32 vertType, int count, int bytesRead);
// Allows early unlocking with a guard. Do not double unlock.
class easy_guard {
public:
easy_guard(recursive_mutex &mtx) : mtx_(mtx), locked_(true) { mtx_.lock(); }
~easy_guard() { if (locked_) mtx_.unlock(); }
void unlock() { if (locked_) mtx_.unlock(); else Crash(); locked_ = false; }
private:
recursive_mutex &mtx_;
bool locked_;
};
typedef std::list<int> DisplayListQueue;
int nextListID;
DisplayList dls[DisplayListMaxCount];
DisplayList *currentList;
DisplayListQueue dlQueue;
recursive_mutex listLock;
bool interruptRunning;
GPURunState gpuState;
bool isbreak;
u64 drawCompleteTicks;
u64 busyTicks;
int downcount;
u64 startingTicks;
u32 cycleLastPC;
int cyclesExecuted;
bool dumpNextFrame_;
bool dumpThisFrame_;
bool interruptsEnabled_;
private:
// For CPU/GPU sync.
#ifdef ANDROID
std::atomic<u64> curTickEst_;
#else
volatile MEMORY_ALIGNED16(u64) curTickEst_;
recursive_mutex curTickEstLock_;
#endif
inline void UpdateTickEstimate(u64 value) {
#if defined(_M_X64) || defined(ANDROID)
curTickEst_ = value;
#elif defined(_M_SSE)
__m64 result = *(__m64 *)&value;
*(__m64 *)&curTickEst_ = result;
_mm_empty();
#else
lock_guard guard(curTickEstLock_);
curTickEst_ = value;
#endif
}
// Debug stats.
double timeSteppingStarted_;
double timeSpentStepping_;
};