mirror of https://github.com/PCSX2/pcsx2.git
162 lines
3.2 KiB
C++
162 lines
3.2 KiB
C++
/*
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* Copyright (C) 2007-2009 Gabest
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* http://www.gabest.org
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*
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* This Program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2, or (at your option)
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* any later version.
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*
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* This Program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with GNU Make; see the file COPYING. If not, write to
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* the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
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* http://www.gnu.org/copyleft/gpl.html
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*
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*/
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#include "stdafx.h"
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#include "GSDeviceSW.h"
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bool GSDeviceSW::Create(GSWnd* wnd)
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{
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if(!GSDevice::Create(wnd))
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return false;
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Reset(1, 1);
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return true;
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}
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bool GSDeviceSW::Reset(int w, int h)
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{
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if(!GSDevice::Reset(w, h))
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return false;
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return true;
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}
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void GSDeviceSW::Flip()
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{
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}
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GSTexture* GSDeviceSW::Create(int type, int w, int h, bool msaa, int format)
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{
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if(format != 0) return false; // there is only one format
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return new GSTextureSW(type, w, h);
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}
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void GSDeviceSW::BeginScene()
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{
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// TODO
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}
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void GSDeviceSW::DrawPrimitive()
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{
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// TODO
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}
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void GSDeviceSW::EndScene()
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{
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// TODO
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}
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void GSDeviceSW::ClearRenderTarget(GSTexture* t, const GSVector4& c)
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{
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Clear(t, c.rgba32());
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}
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void GSDeviceSW::ClearRenderTarget(GSTexture* t, uint32 c)
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{
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Clear(t, c);
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}
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void GSDeviceSW::ClearDepth(GSTexture* t, float c)
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{
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Clear(t, *(uint32*)&c);
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}
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void GSDeviceSW::ClearStencil(GSTexture* t, uint8 c)
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{
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Clear(t, c);
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}
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GSTexture* GSDeviceSW::CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format)
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{
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// TODO
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return NULL;
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}
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void GSDeviceSW::CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r)
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{
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// TODO
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}
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void GSDeviceSW::StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
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{
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// TODO
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}
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void GSDeviceSW::StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader, bool linear)
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{
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// TODO
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}
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void GSDeviceSW::PSSetShaderResources(GSTexture* sr0, GSTexture* sr1)
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{
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// TODO
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}
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void GSDeviceSW::PSSetShaderResource(int i, GSTexture* sr)
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{
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// TODO
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}
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void GSDeviceSW::OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor)
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{
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// TODO
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}
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//
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void GSDeviceSW::DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c)
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{
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// TODO
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}
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void GSDeviceSW::DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset)
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{
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// TODO
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}
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void GSDeviceSW::Clear(GSTexture* t, uint32 c)
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{
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int h = t->GetHeight();
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int w = t->GetWidth();
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GSTexture::GSMap m;
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if(t->Map(m, NULL))
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{
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GSVector4i v((int)c);
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uint8* p = m.bits;
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for(int j = 0; j < h; j++, p += m.pitch)
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{
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for(int i = 0; i < w; i += 4)
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{
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*(GSVector4i*)&p[i] = v;
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}
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}
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t->Unmap();
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}
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}
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