// 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 #include #include "Common/File/Path.h" #include "GPU/GPUCommon.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/PipelineManagerVulkan.h" #include "GPU/Common/TextureShaderCommon.h" class FramebufferManagerVulkan; class ShaderManagerVulkan; class LinkedShader; class TextureCacheVulkan; class GPU_Vulkan : public GPUCommon { public: GPU_Vulkan(GraphicsContext *gfxCtx, Draw::DrawContext *draw); ~GPU_Vulkan(); // This gets called on startup and when we get back from settings. u32 CheckGPUFeatures() const override; bool IsReady() override; void CancelReady() override; // These are where we can reset command buffers etc. void BeginHostFrame() override; void EndHostFrame() override; void PreExecuteOp(u32 op, u32 diff) override; void ExecuteOp(u32 op, u32 diff) 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; // Using string because it's generic - makes no assumptions on the size of the shader IDs of this backend. std::vector DebugGetShaderIDs(DebugShaderType shader) override; std::string DebugGetShaderString(std::string id, DebugShaderType shader, DebugShaderStringType stringType) override; TextureCacheVulkan *GetTextureCache() { return textureCacheVulkan_; } std::string GetGpuProfileString(); protected: void FinishDeferred() override; private: void Flush() { drawEngine_.Flush(); } void CheckFlushOp(int cmd, u32 diff); void BuildReportingInfo(); void InitClear() override; void CopyDisplayToOutput(bool reallyDirty) override; void Reinitialize() override; void InitDeviceObjects(); void DestroyDeviceObjects(); void LoadCache(const Path &filename); void SaveCache(const Path &filename); FramebufferManagerVulkan *framebufferManagerVulkan_; TextureCacheVulkan *textureCacheVulkan_; DrawEngineVulkan drawEngine_; // Manages shaders and UBO data ShaderManagerVulkan *shaderManagerVulkan_; // Manages state and pipeline objects PipelineManagerVulkan *pipelineManager_; struct FrameData { VulkanPushBuffer *push_; }; FrameData frameData_[VulkanContext::MAX_INFLIGHT_FRAMES]{}; Path shaderCachePath_; bool shaderCacheLoaded_ = false; };