/* * 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 * */ #include "stdafx.h" #include "GSDeviceSW.h" bool GSDeviceSW::Create(GSWnd* wnd) { if(!GSDevice::Create(wnd)) return false; Reset(1, 1); return true; } bool GSDeviceSW::Reset(int w, int h) { if(!GSDevice::Reset(w, h)) return false; return true; } void GSDeviceSW::Flip() { } GSTexture* GSDeviceSW::Create(int type, int w, int h, bool msaa, int format) { if(format != 0) return false; // there is only one format return new GSTextureSW(type, w, h); } void GSDeviceSW::BeginScene() { // TODO } void GSDeviceSW::DrawPrimitive() { // TODO } void GSDeviceSW::EndScene() { // TODO } void GSDeviceSW::ClearRenderTarget(GSTexture* t, const GSVector4& c) { Clear(t, c.rgba32()); } void GSDeviceSW::ClearRenderTarget(GSTexture* t, uint32 c) { Clear(t, c); } void GSDeviceSW::ClearDepth(GSTexture* t, float c) { Clear(t, *(uint32*)&c); } void GSDeviceSW::ClearStencil(GSTexture* t, uint8 c) { Clear(t, c); } GSTexture* GSDeviceSW::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format) { // TODO return NULL; } void GSDeviceSW::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) { // TODO } void GSDeviceSW::StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader, bool linear) { // TODO } void GSDeviceSW::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear) { // TODO } void GSDeviceSW::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) { // TODO } void GSDeviceSW::PSSetShaderResource(int i, GSTexture* sr) { // TODO } void GSDeviceSW::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor) { // TODO } // void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c) { // TODO } void GSDeviceSW::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) { // TODO } void GSDeviceSW::Clear(GSTexture* t, uint32 c) { int h = t->GetHeight(); int w = t->GetWidth(); GSTexture::GSMap m; if(t->Map(m, NULL)) { GSVector4i v((int)c); uint8* p = m.bits; for(int j = 0; j < h; j++, p += m.pitch) { for(int i = 0; i < w; i += 4) { *(GSVector4i*)&p[i] = v; } } t->Unmap(); } }