/* * 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 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); virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {} virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds) {}; };