pcsx2/plugins/GSdx/GSDeviceSW.cpp

162 lines
3.2 KiB
C++

/*
* 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();
}
}