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