pcsx2/plugins/GSdx/GSDeviceOGL.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 "GSDevice.h"
#include "GSTextureOGL.h"
struct SamplerStateOGL
{
struct {GLenum s, t;} wrap;
GLenum filter;
};
struct DepthStencilStateOGL
{
struct
{
bool enable;
bool write;
GLenum func;
} depth;
struct
{
bool enable;
GLenum func;
GLint ref;
GLuint mask;
GLenum sfail;
GLenum dpfail;
GLenum dppass;
GLuint wmask;
} stencil;
};
struct BlendStateOGL
{
bool enable;
GLenum srcRGB;
GLenum dstRGB;
GLenum srcAlpha;
GLenum dstAlpha;
GLenum modeRGB;
GLenum modeAlpha;
union {uint8 r:1, g:1, b:1, a:1;} mask;
};
class GSDeviceOGL : public GSDevice
{
#ifdef _WINDOWS
HDC m_hDC;
HGLRC m_hGLRC;
#endif
GLuint m_vbo;
GLuint m_fbo;
struct
{
size_t stride, start, count, limit;
} m_vertices;
int m_topology;
SamplerStateOGL* m_ps_ss;
GSVector4i m_scissor;
GSVector2i m_viewport;
DepthStencilStateOGL* m_dss;
BlendStateOGL* m_bs;
float m_bf;
GLuint m_rt;
GLuint m_ds;
//
CGcontext m_context;
static void OnStaticCgError(CGcontext ctx, CGerror err, void* p) {((GSDeviceOGL*)p)->OnCgError(ctx, err);}
void OnCgError(CGcontext ctx, CGerror err);
//
GSTexture* Create(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
public:
GSDeviceOGL();
virtual ~GSDeviceOGL();
bool Create(GSWnd* wnd, bool vsync);
bool Reset(int w, int h, int mode);
void Present(const GSVector4i& r, int shader, bool limit);
void Flip(bool limit);
void DrawPrimitive();
void ClearRenderTarget(GSTexture* t, const GSVector4& c);
void ClearRenderTarget(GSTexture* t, uint32 c);
void ClearDepth(GSTexture* t, float c);
void ClearStencil(GSTexture* t, uint8 c);
GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
GSTexture* CreateTexture(int w, int h, int format = 0);
GSTexture* CreateOffscreen(int w, int h, int format = 0);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
void IASetVertexBuffer(const void* vertices, size_t stride, size_t count);
void IASetInputLayout(); // TODO
void IASetPrimitiveTopology(int topology);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetSamplerState(SamplerStateOGL* ss);
void OMSetDepthStencilState(DepthStencilStateOGL* dss);
void OMSetBlendState(BlendStateOGL* bs, float bf);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
static void CheckError()
{
#ifdef _DEBUG
GLenum error = glGetError();
if(error != GL_NO_ERROR)
{
printf("%s\n", gluErrorString(error));
}
#endif
}
static void CheckFrameBuffer()
{
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
if(status != GL_FRAMEBUFFER_COMPLETE)
{
printf("%d\n", status);
}
}
void CheckCgError()
{
CGerror error;
const char* s = cgGetLastErrorString(&error);
if(error != CG_NO_ERROR)
{
printf("%s\n", s);
if(error == CG_COMPILER_ERROR)
{
printf("%s\n", cgGetLastListing(m_context));
}
}
}
};