/* * 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA USA. * http://www.gnu.org/copyleft/gpl.html * */ #pragma once #include "GSDevice.h" #include "GSTextureSW.h" class GSDeviceSW : public GSDevice { GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format); void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, bool slbg, bool mmod, const GSVector4& c); void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0); void Clear(GSTexture* t, uint32 c); public: GSDeviceSW(); bool Create(GSWnd* wnd); bool Reset(int w, int h); // drawing may be routed through here, the software renderers use the rasterizer directly now 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* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0); void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r); void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true); void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1); void PSSetShaderResource(int i, GSTexture* sRect); void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL); };