dolphin/Source/Core/VideoCommon/VideoBackendBase.h

110 lines
2.5 KiB
C++

// Copyright 2011 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <memory>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "VideoCommon/PerfQueryBase.h"
namespace MMIO
{
class Mapping;
}
class PointerWrap;
enum FieldType
{
FIELD_ODD = 0,
FIELD_EVEN = 1,
};
enum EFBAccessType
{
PEEK_Z = 0,
POKE_Z,
PEEK_COLOR,
POKE_COLOR
};
struct SCPFifoStruct
{
// fifo registers
volatile u32 CPBase;
volatile u32 CPEnd;
u32 CPHiWatermark;
u32 CPLoWatermark;
volatile u32 CPReadWriteDistance;
volatile u32 CPWritePointer;
volatile u32 CPReadPointer;
volatile u32 CPBreakpoint;
volatile u32 SafeCPReadPointer;
// Super Monkey Ball Adventure require this.
// Because the read&check-PEToken-loop stays in its JITed block I suppose.
// So no possiblity to ack the Token irq by the scheduler until some sort of PPC watchdog do its
// mess.
volatile u16 PEToken;
volatile u32 bFF_GPLinkEnable;
volatile u32 bFF_GPReadEnable;
volatile u32 bFF_BPEnable;
volatile u32 bFF_BPInt;
volatile u32 bFF_Breakpoint;
volatile u32 bFF_LoWatermarkInt;
volatile u32 bFF_HiWatermarkInt;
volatile u32 bFF_LoWatermark;
volatile u32 bFF_HiWatermark;
};
class VideoBackendBase
{
public:
virtual ~VideoBackendBase() {}
virtual unsigned int PeekMessages() = 0;
virtual bool Initialize(void* window_handle) = 0;
virtual void Shutdown() = 0;
virtual std::string GetName() const = 0;
virtual std::string GetDisplayName() const { return GetName(); }
void ShowConfig(void*);
virtual void InitBackendInfo() = 0;
virtual void Video_Prepare() = 0;
void Video_ExitLoop();
virtual void Video_Cleanup() = 0; // called from gl/d3d thread
void Video_BeginField(u32, u32, u32, u32);
u32 Video_AccessEFB(EFBAccessType, u32, u32, u32);
u32 Video_GetQueryResult(PerfQueryType type);
u16 Video_GetBoundingBox(int index);
static void PopulateList();
static void ClearList();
static void ActivateBackend(const std::string& name);
// the implementation needs not do synchronization logic, because calls to it are surrounded by
// PauseAndLock now
void DoState(PointerWrap& p);
void CheckInvalidState();
protected:
void InitializeShared();
void ShutdownShared();
void CleanupShared();
bool m_initialized = false;
bool m_invalid = false;
};
extern std::vector<std::unique_ptr<VideoBackendBase>> g_available_video_backends;
extern VideoBackendBase* g_video_backend;