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83 lines
2.8 KiB
C++
83 lines
2.8 KiB
C++
// Copyright 2018 yuzu Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <functional>
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#include "common/common_types.h"
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#include "video_core/engines/fermi_2d.h"
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#include "video_core/gpu.h"
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namespace Tegra {
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class MemoryManager;
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}
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namespace VideoCore {
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enum class LoadCallbackStage {
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Prepare,
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Decompile,
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Build,
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Complete,
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};
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using DiskResourceLoadCallback = std::function<void(LoadCallbackStage, std::size_t, std::size_t)>;
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class RasterizerInterface {
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public:
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virtual ~RasterizerInterface() {}
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/// Draw the current batch of vertex arrays
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virtual bool DrawBatch(bool is_indexed) = 0;
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/// Draw the current batch of multiple instances of vertex arrays
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virtual bool DrawMultiBatch(bool is_indexed) = 0;
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/// Clear the current framebuffer
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virtual void Clear() = 0;
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/// Dispatches a compute shader invocation
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virtual void DispatchCompute(GPUVAddr code_addr) = 0;
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/// Notify rasterizer that all caches should be flushed to Switch memory
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virtual void FlushAll() = 0;
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/// Notify rasterizer that any caches of the specified region should be flushed to Switch memory
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virtual void FlushRegion(CacheAddr addr, u64 size) = 0;
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/// Notify rasterizer that any caches of the specified region should be invalidated
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virtual void InvalidateRegion(CacheAddr addr, u64 size) = 0;
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/// Notify rasterizer that any caches of the specified region should be flushed to Switch memory
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/// and invalidated
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virtual void FlushAndInvalidateRegion(CacheAddr addr, u64 size) = 0;
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/// Notify the rasterizer to send all written commands to the host GPU.
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virtual void FlushCommands() = 0;
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/// Notify rasterizer that a frame is about to finish
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virtual void TickFrame() = 0;
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/// Attempt to use a faster method to perform a surface copy
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virtual bool AccelerateSurfaceCopy(const Tegra::Engines::Fermi2D::Regs::Surface& src,
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const Tegra::Engines::Fermi2D::Regs::Surface& dst,
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const Tegra::Engines::Fermi2D::Config& copy_config) {
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return false;
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}
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/// Attempt to use a faster method to display the framebuffer to screen
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virtual bool AccelerateDisplay(const Tegra::FramebufferConfig& config, VAddr framebuffer_addr,
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u32 pixel_stride) {
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return false;
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}
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/// Increase/decrease the number of object in pages touching the specified region
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virtual void UpdatePagesCachedCount(VAddr addr, u64 size, int delta) {}
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/// Initialize disk cached resources for the game being emulated
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virtual void LoadDiskResources(const std::atomic_bool& stop_loading = false,
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const DiskResourceLoadCallback& callback = {}) {}
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};
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} // namespace VideoCore
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