/* * 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, bool msaa, int format); protected: GSWnd* m_wnd; bool m_vsync; bool m_rbswapped; GSTexture* m_backbuffer; GSTexture* m_merge; GSTexture* m_weavebob; GSTexture* m_blend; GSTexture* m_1x1; GSTexture* m_current; struct {D3D_FEATURE_LEVEL level; string model, vs, gs, ps;} m_shader; struct {size_t stride, start, count, limit;} m_vertices; uint32 m_msaa; DXGI_SAMPLE_DESC m_msaa_desc; virtual GSTexture* Create(int type, int w, int h, bool msaa, 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); 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); virtual void Flip() {} virtual void BeginScene() {} virtual void DrawPrimitive() {}; virtual void EndScene(); virtual void SetVsync(bool enable) { m_vsync = enable; } 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, 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& sr, int w, int h, int format = 0) {return NULL;} virtual void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) {} 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) {} virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {} virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) {} GSTexture* GetCurrent(); 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); bool ResizeTexture(GSTexture** t, int w, int h); bool IsRBSwapped() {return m_rbswapped;} template void PrepareShaderMacro(vector& dst, const T* src) { dst.clear(); while(src && src->Definition && src->Name) { dst.push_back(*src++); } T m; m.Name = "SHADER_MODEL"; m.Definition = m_shader.model.c_str(); dst.push_back(m); m.Name = NULL; m.Definition = NULL; dst.push_back(m); } bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode); // TODO: GSDeviceDX };