pcsx2/plugins/GSdx/GSDevice.h

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/*
* Copyright (C) 2007-2009 Gabest
* http://www.gabest.org
*
* 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; either version 2, or (at your option)
* any later version.
*
* 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 for more details.
*
* You should have received a copy of the GNU General Public License
* along with GNU Make; see the file COPYING. If not, write to
* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSWnd.h"
#include "GSTexture.h"
#include "GSVertex.h"
#include "GSAlignedClass.h"
#pragma pack(push, 1)
struct MergeConstantBuffer
{
GSVector4 BGColor;
struct MergeConstantBuffer() {memset(this, 0, sizeof(*this));}
};
struct InterlaceConstantBuffer
{
GSVector2 ZrH;
float hH;
float _pad[1];
struct InterlaceConstantBuffer() {memset(this, 0, sizeof(*this));}
};
#pragma pack(pop)
class GSDevice : public GSAlignedClass<16>
{
list<GSTexture*> m_pool;
GSTexture* Fetch(int type, int w, int h, int format);
protected:
GSWnd* m_wnd;
bool m_vsync;
GSTexture* m_backbuffer;
GSTexture* m_merge;
GSTexture* m_weavebob;
GSTexture* m_blend;
GSTexture* m_1x1;
GSTexture* m_current;
virtual GSTexture* Create(int type, int w, int h, int format) = 0;
virtual void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c) = 0;
virtual void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) = 0;
public:
GSDevice();
virtual ~GSDevice();
void Recycle(GSTexture* t);
virtual bool Create(GSWnd* wnd, bool vsync);
virtual bool Reset(int w, int h, bool fs);
virtual bool IsLost() {return false;}
virtual void Present(const GSVector4i& r, int shader);
virtual void Flip() {}
virtual void BeginScene() {}
virtual void EndScene() {}
virtual void ClearRenderTarget(GSTexture* t, const GSVector4& c) {}
virtual void ClearRenderTarget(GSTexture* t, uint32 c) {}
virtual void ClearDepth(GSTexture* t, float c) {}
virtual void ClearStencil(GSTexture* t, uint8 c) {}
virtual GSTexture* CreateRenderTarget(int w, int h, int format = 0);
virtual GSTexture* CreateDepthStencil(int w, int h, int format = 0);
virtual GSTexture* CreateTexture(int w, int h, int format = 0);
virtual GSTexture* CreateOffscreen(int w, int h, int format = 0);
virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0) {return NULL;}
virtual void StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
virtual void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true) {}
GSTexture* GetCurrent();
virtual bool IsCurrentRGBA() {return true;}
void Merge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c);
void Interlace(const GSVector2i& ds, int field, int mode, float yoffset);
};