ppsspp/GPU/GPUCommon.h
Unknown W. Brackets e71cf2ec7e Don't queue Flush() etc. while on GPU thread.
Oops, that makes it not actually flush properly of course.

Also made a simpler guard wrapper to avoid extra braces in too many
places.  Reduced contention areas slightly.
2013-08-09 22:57:52 -07:00

119 lines
2.8 KiB
C++

#pragma once
#include "native/base/mutex.h"
#include "GPU/GPUInterface.h"
#include <deque>
class GPUCommon : public GPUInterface
{
public:
GPUCommon();
virtual ~GPUCommon() {}
virtual void RunEventsUntil(u64 globalticks);
virtual void InterruptStart(int listid);
virtual void InterruptEnd(int listid);
virtual void SyncEnd(WaitType waitType, int listid, bool wokeThreads);
virtual void EnableInterrupts(bool enable) {
interruptsEnabled_ = enable;
}
virtual void ExecuteOp(u32 op, u32 diff);
virtual void PreExecuteOp(u32 op, u32 diff);
virtual bool InterpretList(DisplayList &list);
virtual bool ProcessDLQueue();
virtual u32 UpdateStall(int listid, u32 newstall);
virtual u32 EnqueueList(u32 listpc, u32 stall, int subIntrBase, bool head);
virtual u32 DequeueList(int listid);
virtual int ListSync(int listid, int mode);
virtual u32 DrawSync(int mode);
virtual void DoState(PointerWrap &p);
virtual bool FramebufferDirty() { return true; }
virtual u32 Continue();
virtual u32 Break(int mode);
virtual void ReapplyGfxState();
virtual void SyncThread();
protected:
// To avoid virtual calls to PreExecuteOp().
virtual void FastRunLoop(DisplayList &list) = 0;
void SlowRunLoop(DisplayList &list);
void UpdatePC(u32 currentPC, u32 newPC = 0);
void UpdateState(GPUState state);
void PopDLQueue();
void CheckDrawSync();
int GetNextListIndex();
GPUEvent GetNextEvent();
bool HasEvents();
void ScheduleEvent(GPUEvent ev);
void ProcessDLQueueInternal();
void ReapplyGfxStateInternal();
virtual void ProcessEvent(GPUEvent ev) = 0;
class easy_guard {
public:
easy_guard(recursive_mutex &mtx) : mtx_(mtx), locked_(true) { mtx_.lock(); }
~easy_guard() { if (locked_) mtx_.unlock(); }
void lock() { if (!locked_) mtx_.lock(); locked_ = true; }
void unlock() { if (locked_) mtx_.unlock(); locked_ = false; }
private:
bool locked_;
recursive_mutex &mtx_;
};
typedef std::list<int> DisplayListQueue;
DisplayList dls[DisplayListMaxCount];
DisplayList *currentList;
DisplayListQueue dlQueue;
recursive_mutex listLock;
std::deque<GPUEvent> events;
recursive_mutex eventsLock;
recursive_mutex eventsWaitLock;
recursive_mutex eventsDrainLock;
condition_variable eventsWait;
condition_variable eventsDrain;
bool interruptRunning;
GPUState gpuState;
bool isbreak;
u64 drawCompleteTicks;
u64 busyTicks;
int downcount;
u64 startingTicks;
u32 cycleLastPC;
int cyclesExecuted;
bool dumpNextFrame_;
bool dumpThisFrame_;
bool interruptsEnabled_;
public:
virtual DisplayList* getList(int listid)
{
return &dls[listid];
}
const std::list<int>& GetDisplayLists()
{
return dlQueue;
}
DisplayList* GetCurrentDisplayList()
{
return currentList;
}
virtual bool DecodeTexture(u8* dest, GPUgstate state)
{
return false;
}
std::vector<FramebufferInfo> GetFramebufferList()
{
return std::vector<FramebufferInfo>();
}
};