ppsspp/GPU/Null/NullGpu.h
Unknown W. Brackets adee76cd62 Add a matching PerformMemoryUpload().
Just so we have both Download and Upload to use later.
2014-06-10 00:45:03 -07:00

60 lines
1.9 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 "../GPUCommon.h"
class ShaderManager;
class NullGPU : public GPUCommon
{
public:
NullGPU();
~NullGPU();
virtual void InitClear() {}
virtual void ExecuteOp(u32 op, u32 diff);
virtual void BeginFrame() {}
virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) {}
virtual void CopyDisplayToOutput() {}
virtual void UpdateStats();
virtual void InvalidateCache(u32 addr, int size, GPUInvalidationType type);
virtual bool PerformMemoryCopy(u32 dest, u32 src, int size);
virtual bool PerformMemorySet(u32 dest, u8 v, int size);
virtual bool PerformMemoryDownload(u32 dest, int size);
virtual bool PerformMemoryUpload(u32 dest, int size);
virtual bool PerformStencilUpload(u32 dest, int size);
virtual void ClearCacheNextFrame() {};
virtual void DeviceLost() {}
virtual void DumpNextFrame() {}
virtual void Resized() {}
virtual void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) {
primaryInfo = "NULL";
fullInfo = "NULL";
}
virtual bool FramebufferReallyDirty() {
return !(gstate_c.skipDrawReason & SKIPDRAW_SKIPFRAME);
}
protected:
virtual void FastRunLoop(DisplayList &list);
};