ppsspp/GPU/GLES/DisplayListInterpreter.h

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// 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.
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// 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>
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#include "../GPUCommon.h"
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#include "Framebuffer.h"
#include "VertexDecoder.h"
#include "TransformPipeline.h"
#include "gfx_es2/fbo.h"
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class ShaderManager;
class LinkedShader;
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class GLES_GPU : public GPUCommon
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{
public:
GLES_GPU(int renderWidth, int renderHeight);
~GLES_GPU();
virtual void InitClear();
virtual void PreExecuteOp(u32 op, u32 diff);
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virtual void ExecuteOp(u32 op, u32 diff);
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virtual void DrawSync(int mode);
virtual void Continue();
virtual void Break();
virtual void EnableInterrupts(bool enable) {
interruptsEnabled_ = enable;
}
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virtual void SetDisplayFramebuffer(u32 framebuf, u32 stride, int format);
virtual void CopyDisplayToOutput();
virtual void BeginFrame();
virtual void UpdateStats();
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virtual void InvalidateCache(u32 addr, int size);
virtual void InvalidateCacheHint(u32 addr, int size);
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virtual void DeviceLost(); // Only happens on Android. Drop all textures and shaders.
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virtual void DumpNextFrame();
virtual void Flush();
virtual void DoState(PointerWrap &p);
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private:
void DoBlockTransfer();
// Applies states for debugging if enabled.
void BeginDebugDraw();
void EndDebugDraw();
// Deletes old FBOs.
void DecimateFBOs();
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FramebufferManager framebufferManager;
TransformDrawEngine transformDraw_;
ShaderManager *shaderManager_;
u8 *flushBeforeCommand_;
bool interruptsEnabled_;
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u32 displayFramebufPtr_;
u32 prevDisplayFramebufPtr_;
u32 prevPrevDisplayFramebufPtr_;
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u32 displayStride_;
int displayFormat_;
int renderWidth_;
int renderHeight_;
float renderWidthFactor_;
float renderHeightFactor_;
struct CmdProcessorState {
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u32 pc;
u32 stallAddr;
int subIntrBase;
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};
struct VirtualFramebuffer {
int last_frame_used;
u32 fb_address;
u32 z_address;
int fb_stride;
int z_stride;
// There's also a top left of the drawing region, but meh...
int width;
int height;
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int format; // virtual, right now they are all RGBA8888
FBO *fbo;
};
void SetRenderFrameBuffer(); // Uses parameters computed from gstate
// TODO: Break out into some form of FBO manager
VirtualFramebuffer *GetDisplayFBO();
std::list<VirtualFramebuffer *> vfbs_;
VirtualFramebuffer *currentRenderVfb_;
u8 bezierBuf[16000];
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};