/* * 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" class GSDeviceOGL : public GSDevice { #ifdef _WINDOWS HDC m_hDC; HGLRC m_hGLRC; #endif 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, 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, bool fs); void Flip(); void BeginScene(); void DrawPrimitive(); void EndScene(); 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, int format = 0); GSTexture* CreateDepthStencil(int w, int h, 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 StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true); };