Files
ppsspp/GPU/GLES/GLES_GPU.h
T
Unknown W. Brackets 6d104edb5d Make sure not to leak any enabled vertex arrays.
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.
2014-06-22 21:42:29 -07:00

180 lines
6.4 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 <list>
#include <deque>
#include "gfx_es2/fbo.h"
#include "GPU/GPUCommon.h"
#include "GPU/GLES/Framebuffer.h"
#include "GPU/GLES/TransformPipeline.h"
#include "GPU/GLES/TextureCache.h"
#include "GPU/GLES/DepalettizeShader.h"
class ShaderManager;
class LinkedShader;
class GLES_GPU : public GPUCommon {
public:
GLES_GPU();
~GLES_GPU();
virtual void InitClear();
virtual void PreExecuteOp(u32 op, u32 diff);
void ExecuteOpInternal(u32 op, u32 diff);
virtual void ExecuteOp(u32 op, u32 diff);
virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, GEBufferFormat format);
virtual void CopyDisplayToOutput();
virtual void BeginFrame();
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(); // Only happens on Android. Drop all textures and shaders.
virtual void DumpNextFrame();
virtual void DoState(PointerWrap &p);
// Called by the window system if the window size changed. This will be reflected in PSPCoreParam.pixel*.
virtual void Resized();
virtual void ClearShaderCache();
virtual void CleanupBeforeUI();
virtual bool DecodeTexture(u8* dest, GPUgstate state) {
return textureCache_.DecodeTexture(dest, state);
}
virtual bool FramebufferDirty();
virtual bool FramebufferReallyDirty();
virtual void GetReportingInfo(std::string &primaryInfo, std::string &fullInfo) {
primaryInfo = reportingPrimaryInfo_;
fullInfo = reportingFullInfo_;
}
std::vector<FramebufferInfo> GetFramebufferList();
bool GetCurrentFramebuffer(GPUDebugBuffer &buffer);
bool GetCurrentDepthbuffer(GPUDebugBuffer &buffer);
bool GetCurrentStencilbuffer(GPUDebugBuffer &buffer);
bool GetCurrentTexture(GPUDebugBuffer &buffer, int level);
bool GetCurrentSimpleVertices(int count, std::vector<GPUDebugVertex> &vertices, std::vector<u16> &indices);
virtual bool DescribeCodePtr(const u8 *ptr, std::string &name);
typedef void (GLES_GPU::*CmdFunc)(u32 op, u32 diff);
struct CommandInfo {
u8 flags;
GLES_GPU::CmdFunc func;
};
void Execute_Vaddr(u32 op, u32 diff);
void Execute_Iaddr(u32 op, u32 diff);
void Execute_Prim(u32 op, u32 diff);
void Execute_Bezier(u32 op, u32 diff);
void Execute_Spline(u32 op, u32 diff);
void Execute_BoundingBox(u32 op, u32 diff);
void Execute_VertexType(u32 op, u32 diff);
void Execute_Region(u32 op, u32 diff);
void Execute_Scissor(u32 op, u32 diff);
void Execute_FramebufType(u32 op, u32 diff);
void Execute_ViewportType(u32 op, u32 diff);
void Execute_TexScaleU(u32 op, u32 diff);
void Execute_TexScaleV(u32 op, u32 diff);
void Execute_TexOffsetU(u32 op, u32 diff);
void Execute_TexOffsetV(u32 op, u32 diff);
void Execute_TexAddr0(u32 op, u32 diff);
void Execute_TexAddrN(u32 op, u32 diff);
void Execute_TexBufw0(u32 op, u32 diff);
void Execute_TexBufwN(u32 op, u32 diff);
void Execute_TexSize0(u32 op, u32 diff);
void Execute_TexSizeN(u32 op, u32 diff);
void Execute_TexFormat(u32 op, u32 diff);
void Execute_TexMapMode(u32 op, u32 diff);
void Execute_TexParamType(u32 op, u32 diff);
void Execute_TexEnvColor(u32 op, u32 diff);
void Execute_TexLevel(u32 op, u32 diff);
void Execute_LoadClut(u32 op, u32 diff);
void Execute_ClutFormat(u32 op, u32 diff);
void Execute_Ambient(u32 op, u32 diff);
void Execute_MaterialDiffuse(u32 op, u32 diff);
void Execute_MaterialEmissive(u32 op, u32 diff);
void Execute_MaterialAmbient(u32 op, u32 diff);
void Execute_MaterialSpecular(u32 op, u32 diff);
void Execute_Light0Param(u32 op, u32 diff);
void Execute_Light1Param(u32 op, u32 diff);
void Execute_Light2Param(u32 op, u32 diff);
void Execute_Light3Param(u32 op, u32 diff);
void Execute_FogColor(u32 op, u32 diff);
void Execute_FogCoef(u32 op, u32 diff);
void Execute_ColorTestMask(u32 op, u32 diff);
void Execute_AlphaTest(u32 op, u32 diff);
void Execute_StencilTest(u32 op, u32 diff);
void Execute_ColorRef(u32 op, u32 diff);
void Execute_WorldMtxNum(u32 op, u32 diff);
void Execute_WorldMtxData(u32 op, u32 diff);
void Execute_ViewMtxNum(u32 op, u32 diff);
void Execute_ViewMtxData(u32 op, u32 diff);
void Execute_ProjMtxNum(u32 op, u32 diff);
void Execute_ProjMtxData(u32 op, u32 diff);
void Execute_TgenMtxNum(u32 op, u32 diff);
void Execute_TgenMtxData(u32 op, u32 diff);
void Execute_BoneMtxNum(u32 op, u32 diff);
void Execute_BoneMtxData(u32 op, u32 diff);
void Execute_BlockTransferStart(u32 op, u32 diff);
protected:
virtual void FastRunLoop(DisplayList &list);
virtual void ProcessEvent(GPUEvent ev);
virtual void FastLoadBoneMatrix(u32 target);
private:
void Flush() {
transformDraw_.Flush();
}
void DoBlockTransfer();
void ApplyDrawState(int prim);
void CheckFlushOp(int cmd, u32 diff);
void BuildReportingInfo();
void InitClearInternal();
void BeginFrameInternal();
void CopyDisplayToOutputInternal();
void PerformMemoryCopyInternal(u32 dest, u32 src, int size);
void PerformMemorySetInternal(u32 dest, u8 v, int size);
void PerformStencilUploadInternal(u32 dest, int size);
void InvalidateCacheInternal(u32 addr, int size, GPUInvalidationType type);
inline void UpdateVsyncInterval(bool force);
static CommandInfo cmdInfo_[256];
FramebufferManager framebufferManager_;
TextureCache textureCache_;
DepalShaderCache depalShaderCache_;
TransformDrawEngine transformDraw_;
ShaderManager *shaderManager_;
bool resized_;
int lastVsync_;
std::string reportingPrimaryInfo_;
std::string reportingFullInfo_;
};