-
Notifications
You must be signed in to change notification settings - Fork 2.2k
/
GPU_GLES.h
121 lines (93 loc) · 3.69 KB
/
GPU_GLES.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
// 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 <list>
#include <deque>
#include "GPU/GPUCommon.h"
#include "GPU/GLES/FramebufferManagerGLES.h"
#include "GPU/GLES/DrawEngineGLES.h"
#include "GPU/GLES/TextureCacheGLES.h"
#include "GPU/GLES/DepalettizeShaderGLES.h"
#include "GPU/GLES/FragmentTestCacheGLES.h"
class ShaderManagerGLES;
class LinkedShader;
class GPU_GLES : public GPUCommon {
public:
GPU_GLES(GraphicsContext *gfxCtx, Draw::DrawContext *draw);
~GPU_GLES();
// This gets called on startup and when we get back from settings.
void CheckGPUFeatures();
void PreExecuteOp(u32 op, u32 diff) override;
void ExecuteOp(u32 op, u32 diff) override;
void ReapplyGfxState() override;
void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format) override;
void GetStats(char *buffer, size_t bufsize) override;
void ClearCacheNextFrame() override;
void DeviceLost() override; // Only happens on Android. Drop all textures and shaders.
void DeviceRestore() override;
void DoState(PointerWrap &p) override;
void ClearShaderCache() override;
void CleanupBeforeUI() override;
bool DecodeTexture(u8 *dest, const GPUgstate &state) override {
return textureCacheGL_->DecodeTexture(dest, state);
}
bool FramebufferDirty() override;
bool FramebufferReallyDirty() override;
void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) override {
primaryInfo = reportingPrimaryInfo_;
fullInfo = reportingFullInfo_;
}
typedef void (GPU_GLES::*CmdFunc)(u32 op, u32 diff);
struct CommandInfo {
uint64_t flags;
GPU_GLES::CmdFunc func;
};
void Execute_Prim(u32 op, u32 diff);
void Execute_Bezier(u32 op, u32 diff);
void Execute_Spline(u32 op, u32 diff);
void Execute_LoadClut(u32 op, u32 diff);
void Execute_VertexType(u32 op, u32 diff);
void Execute_VertexTypeSkinning(u32 op, u32 diff);
void Execute_TexSize0(u32 op, u32 diff);
// Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend.
std::vector<std::string> DebugGetShaderIDs(DebugShaderType shader) override;
std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override;
void BeginHostFrame() override;
protected:
void FastRunLoop(DisplayList &list) override;
void FinishDeferred() override;
private:
void Flush() {
drawEngine_.Flush();
}
void CheckFlushOp(int cmd, u32 diff);
void BuildReportingInfo();
void InitClear() override;
void BeginFrame() override;
void CopyDisplayToOutput() override;
void Reinitialize() override;
inline void UpdateVsyncInterval(bool force);
void UpdateCmdInfo();
static CommandInfo cmdInfo_[256];
FramebufferManagerGLES *framebufferManagerGL_;
TextureCacheGLES *textureCacheGL_;
DepalShaderCacheGLES depalShaderCache_;
DrawEngineGLES drawEngine_;
FragmentTestCacheGLES fragmentTestCache_;
ShaderManagerGLES *shaderManagerGL_;
int lastVsync_;
int vertexCost_ = 0;
std::string reportingPrimaryInfo_;
std::string reportingFullInfo_;
std::string shaderCachePath_;
};