// Copyright (c) 2015- 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 "GPU/GPUInterface.h" #include "GPU/GPUState.h" #include "GPU/Vulkan/FramebufferVulkan.h" #include "GPU/Vulkan/DrawEngineVulkan.h" VulkanFramebuffer *FramebufferManagerVulkan::GetTempFBO(int width, int height, VulkanFBOColorDepth colorDepth) { return nullptr; } void FramebufferManagerVulkan::DestroyAllFBOs() { } void FramebufferManagerVulkan::Resized() { } void FramebufferManagerVulkan::DeviceLost() { } void FramebufferManagerVulkan::CopyDisplayToOutput() { } void FramebufferManagerVulkan::DecimateFBOs() { } void FramebufferManagerVulkan::EndFrame() { } void FramebufferManagerVulkan::DrawPixels(VirtualFramebuffer *vfb, int dstX, int dstY, const u8 *srcPixels, GEBufferFormat srcPixelFormat, int srcStride, int width, int height) { // So: Allocate a temporary texture from a (very small) pool, upload content directly into it, schedule a transition // into the init command buffer, alloc and create an appropriate descriptor set, then bind and draw. no need for uniforms. } void FramebufferManagerVulkan::FlushBeforeCopy() { // Flush anything not yet drawn before blitting, downloading, or uploading. // This might be a stalled list, or unflushed before a block transfer, etc. // TODO: It's really bad that we are calling SetRenderFramebuffer here with // all the irrelevant state checking it'll use to decide what to do. Should // do something more focused here. SetRenderFrameBuffer(gstate_c.framebufChanged, gstate_c.skipDrawReason); drawEngine_->Flush(nullptr); } std::vector FramebufferManagerVulkan::GetFramebufferList() { return std::vector(); }