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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA.
* http://www.gnu.org/copyleft/gpl.html
*
*/
#pragma once
#include "GSWnd.h"
#include "GSTexture.h"
#include "GSVertex.h"
#include "GSAlignedClass.h"
#include "GSOsdManager.h"
enum ShaderConvert {
ShaderConvert_COPY = 0,
ShaderConvert_RGBA8_TO_16_BITS,
ShaderConvert_DATM_1,
ShaderConvert_DATM_0,
ShaderConvert_MOD_256,
ShaderConvert_SCANLINE = 5,
ShaderConvert_DIAGONAL_FILTER,
ShaderConvert_TRANSPARENCY_FILTER,
ShaderConvert_TRIANGULAR_FILTER,
ShaderConvert_COMPLEX_FILTER,
ShaderConvert_FLOAT32_TO_32_BITS = 10,
ShaderConvert_FLOAT32_TO_RGBA8,
ShaderConvert_FLOAT16_TO_RGB5A1,
ShaderConvert_RGBA8_TO_FLOAT32 = 13,
ShaderConvert_RGBA8_TO_FLOAT24,
ShaderConvert_RGBA8_TO_FLOAT16,
ShaderConvert_RGB5A1_TO_FLOAT16,
ShaderConvert_RGBA_TO_8I = 17,
ShaderConvert_OSD,
ShaderConvert_YUV,
ShaderConvert_Count
};
#pragma pack(push, 1)
class MergeConstantBuffer
{
public:
GSVector4 BGColor;
MergeConstantBuffer() {memset(this, 0, sizeof(*this));}
};
class InterlaceConstantBuffer
{
public:
GSVector2 ZrH;
float hH;
float _pad[1];
InterlaceConstantBuffer() {memset(this, 0, sizeof(*this));}
};
class ExternalFXConstantBuffer
{
public:
GSVector2 xyFrame;
GSVector4 rcpFrame;
GSVector4 rcpFrameOpt;
ExternalFXConstantBuffer() { memset(this, 0, sizeof(*this)); }
};
class FXAAConstantBuffer
{
public:
GSVector4 rcpFrame;
GSVector4 rcpFrameOpt;
FXAAConstantBuffer() {memset(this, 0, sizeof(*this));}
};
class ShadeBoostConstantBuffer
{
public:
GSVector4 rcpFrame;
GSVector4 rcpFrameOpt;
ShadeBoostConstantBuffer() {memset(this, 0, sizeof(*this));}
};
#pragma pack(pop)
class GSDevice : public GSAlignedClass<32>
{
list<GSTexture*> m_pool;
protected:
GSWnd* m_wnd;
bool m_vsync;
bool m_rbswapped;
GSTexture* m_backbuffer;
GSTexture* m_merge;
GSTexture* m_weavebob;
GSTexture* m_blend;
GSTexture* m_shaderfx;
GSTexture* m_fxaa;
GSTexture* m_shadeboost;
GSTexture* m_1x1;
GSTexture* m_current;
struct {size_t stride, start, count, limit;} m_vertex;
struct {size_t start, count, limit;} m_index;
unsigned int m_frame; // for ageing the pool
bool m_linear_present;
virtual GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format) = 0;
virtual GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
virtual void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) = 0;
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virtual void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset) = 0;
virtual void DoFXAA(GSTexture* sTex, GSTexture* dTex) {}
virtual void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) {}
virtual void DoExternalFX(GSTexture* sTex, GSTexture* dTex) {}
public:
GSOsdManager m_osd;
GSDevice();
virtual ~GSDevice();
void Recycle(GSTexture* t);
enum {Windowed, Fullscreen, DontCare};
virtual bool Create(GSWnd* wnd);
virtual bool Reset(int w, int h);
virtual bool IsLost(bool update = false) {return false;}
virtual void Present(const GSVector4i& r, int shader);
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virtual void Present(GSTexture* sTex, GSTexture* dTex, const GSVector4& dRect, int shader = 0);
virtual void Flip() {}
virtual void SetVSync(bool enable) {m_vsync = enable;}
virtual void BeginScene() {}
virtual void DrawPrimitive() {};
virtual void DrawIndexedPrimitive() {}
virtual void DrawIndexedPrimitive(int offset, int count) {}
virtual void EndScene();
virtual void ClearRenderTarget(GSTexture* t, const GSVector4& c) {}
virtual void ClearRenderTarget(GSTexture* t, uint32 c) {}
virtual void ClearDepth(GSTexture* t) {}
virtual void ClearStencil(GSTexture* t, uint8 c) {}
virtual GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
virtual GSTexture* CreateDepthStencil(int w, int h, bool msaa, 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* Resolve(GSTexture* t) {return NULL;}
virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0) {return NULL;}
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virtual void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) {}
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virtual void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) {}
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void StretchRect(GSTexture* sTex, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true);
virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {}
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virtual void PSSetShaderResource(int i, GSTexture* sRect) {}
virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) {}
GSTexture* GetCurrent();
void Merge(GSTexture* sTex[3], GSVector4* sRect, GSVector4* dRect, const GSVector2i& fs, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c);
void Interlace(const GSVector2i& ds, int field, int mode, float yoffset);
void FXAA();
void ShadeBoost();
void ExternalFX();
virtual void RenderOsd(GSTexture* dt) {};
bool ResizeTexture(GSTexture** t, int w, int h);
bool IsRBSwapped() {return m_rbswapped;}
void AgePool();
void PurgePool();
virtual void PrintMemoryUsage();
};
struct GSAdapter
{
uint32 vendor;
uint32 device;
uint32 subsys;
uint32 rev;
operator std::string() const;
bool operator==(const GSAdapter&) const;
bool operator==(const std::string &s) const
{
return (std::string)*this == s;
}
bool operator==(const char *s) const
{
return (std::string)*this == s;
}
#ifdef _WIN32
GSAdapter(const DXGI_ADAPTER_DESC1 &desc_dxgi);
GSAdapter(const D3DADAPTER_IDENTIFIER9 &desc_d3d9);
#endif
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#ifdef __linux__
// TODO
#endif
};