// 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/. #include #include "Common/Profiler/Profiler.h" #include "Common/System/Display.h" #include "Common/Math/lin/matrix4x4.h" #include "Common/Data/Convert/ColorConv.h" #include "Common/Data/Convert/SmallDataConvert.h" #include "Common/GPU/thin3d.h" #include "Common/GPU/Vulkan/VulkanContext.h" #include "Common/GPU/Vulkan/VulkanMemory.h" #include "Common/GPU/Vulkan/VulkanImage.h" #include "Common/GPU/Vulkan/VulkanRenderManager.h" #include "Core/MemMap.h" #include "Core/Config.h" #include "Core/ConfigValues.h" #include "Core/System.h" #include "GPU/ge_constants.h" #include "GPU/GPUInterface.h" #include "GPU/GPUState.h" #include "GPU/Common/TextureDecoder.h" #include "GPU/Common/FramebufferManagerCommon.h" #include "GPU/Debugger/Stepping.h" #include "GPU/Vulkan/FramebufferManagerVulkan.h" #include "GPU/Vulkan/DrawEngineVulkan.h" #include "GPU/Vulkan/TextureCacheVulkan.h" #include "GPU/Vulkan/ShaderManagerVulkan.h" #include "GPU/Vulkan/VulkanUtil.h" using namespace PPSSPP_VK; FramebufferManagerVulkan::FramebufferManagerVulkan(Draw::DrawContext *draw) : FramebufferManagerCommon(draw) { presentation_->SetLanguage(GLSL_VULKAN); } FramebufferManagerVulkan::~FramebufferManagerVulkan() { DeviceLost(); } void FramebufferManagerVulkan::NotifyClear(bool clearColor, bool clearAlpha, bool clearDepth, uint32_t color, float depth) { int mask = 0; // The Clear detection takes care of doing a regular draw instead if separate masking // of color and alpha is needed, so we can just treat them as the same. if (clearColor || clearAlpha) mask |= Draw::FBChannel::FB_COLOR_BIT; if (clearDepth) mask |= Draw::FBChannel::FB_DEPTH_BIT; if (clearAlpha) mask |= Draw::FBChannel::FB_STENCIL_BIT; // Note that since the alpha channel and the stencil channel are shared on the PSP, // when we clear alpha, we also clear stencil to the same value. draw_->Clear(mask, color, depth, color >> 24); if (clearColor || clearAlpha) { SetColorUpdated(gstate_c.skipDrawReason); } }