VideoCommon: Create default implementation for state setters
It's fine to pull those within the backends, so there is no need to enforce them to implement this interface.
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@ -83,10 +83,6 @@ public:
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void SetInterlacingMode() override;
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void SetViewport() override;
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// TODO: Implement and use these
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void ApplyState(bool bUseDstAlpha) override {}
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void RestoreState() override {}
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void RenderText(const std::string& text, int left, int top, u32 color) override;
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void FlipImageData(u8 *data, int w, int h, int pixel_width = 3);
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@ -58,19 +58,22 @@ public:
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PP_EFB_COPY_CLOCKS
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};
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virtual void SetColorMask() = 0;
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virtual void SetBlendMode(bool forceUpdate) = 0;
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virtual void SetScissorRect(const EFBRectangle& rc) = 0;
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virtual void SetGenerationMode() = 0;
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virtual void SetDepthMode() = 0;
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virtual void SetLogicOpMode() = 0;
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virtual void SetDitherMode() = 0;
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virtual void SetSamplerState(int stage, int texindex, bool custom_tex) = 0;
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virtual void SetInterlacingMode() = 0;
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virtual void SetViewport() = 0;
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virtual void SetColorMask() {}
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virtual void SetBlendMode(bool forceUpdate) {}
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virtual void SetScissorRect(const EFBRectangle& rc) {}
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virtual void SetGenerationMode() {}
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virtual void SetDepthMode() {}
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virtual void SetLogicOpMode() {}
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virtual void SetDitherMode() {}
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virtual void SetSamplerState(int stage, int texindex, bool custom_tex) {}
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virtual void SetInterlacingMode() {}
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virtual void SetViewport() {}
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virtual void ApplyState(bool bUseDstAlpha) = 0;
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virtual void RestoreState() = 0;
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virtual void ApplyState(bool bUseDstAlpha) {}
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virtual void RestoreState() {}
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virtual void ResetAPIState() {}
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virtual void RestoreAPIState() {}
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// Ideal internal resolution - determined by display resolution (automatic scaling) and/or a multiple of the native EFB resolution
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static int GetTargetWidth() { return s_target_width; }
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@ -117,10 +120,6 @@ public:
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virtual u16 BBoxRead(int index) = 0;
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virtual void BBoxWrite(int index, u16 value) = 0;
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// What's the real difference between these? Too similar names.
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virtual void ResetAPIState() = 0;
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virtual void RestoreAPIState() = 0;
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// Finish up the current frame, print some stats
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static void Swap(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc,float Gamma = 1.0f);
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virtual void SwapImpl(u32 xfbAddr, u32 fbWidth, u32 fbStride, u32 fbHeight, const EFBRectangle& rc, float Gamma = 1.0f) = 0;
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