pcsx2/plugins/GSdx/GSDevice.h

148 lines
4.4 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
*
*/
#pragma once
#include "GSWnd.h"
#include "GSTexture.h"
#include "GSVertex.h"
#include "GSAlignedClass.h"
#pragma pack(push, 1)
struct MergeConstantBuffer
{
GSVector4 BGColor;
struct MergeConstantBuffer() {memset(this, 0, sizeof(*this));}
};
struct InterlaceConstantBuffer
{
GSVector2 ZrH;
float hH;
float _pad[1];
struct InterlaceConstantBuffer() {memset(this, 0, sizeof(*this));}
};
#pragma pack(pop)
class GSDevice : public GSAlignedClass<16>
{
list<GSTexture*> m_pool;
GSTexture* Fetch(int type, int w, int h, bool msaa, int format);
protected:
GSWnd* m_wnd;
bool m_vsync;
bool m_rbswapped;
GSTexture* m_backbuffer;
GSTexture* m_merge;
GSTexture* m_weavebob;
GSTexture* m_blend;
GSTexture* m_1x1;
GSTexture* m_current;
struct {D3D_FEATURE_LEVEL level; string model, vs, gs, ps;} m_shader;
struct {size_t stride, start, count, limit;} m_vertices;
uint32 m_msaa;
DXGI_SAMPLE_DESC m_msaa_desc;
virtual GSTexture* Create(int type, int w, int h, bool msaa, int format) = 0;
virtual void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c) = 0;
virtual void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) = 0;
public:
GSDevice();
virtual ~GSDevice();
void Recycle(GSTexture* t);
enum {Windowed, Fullscreen, DontCare};
virtual bool Create(GSWnd* wnd, bool vsync);
virtual bool Reset(int w, int h);
virtual bool IsLost(bool update = false) {return false;}
virtual void Present(const GSVector4i& r, int shader, bool limit);
virtual void Flip(bool limit) {}
virtual void BeginScene() {}
virtual void DrawPrimitive() {};
virtual void EndScene();
virtual void ClearRenderTarget(GSTexture* t, const GSVector4& c) {}
virtual void ClearRenderTarget(GSTexture* t, uint32 c) {}
virtual void ClearDepth(GSTexture* t, float c) {}
virtual void ClearStencil(GSTexture* t, uint8 c) {}
virtual GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
virtual GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
virtual GSTexture* CreateTexture(int w, int h, int format = 0);
virtual GSTexture* CreateOffscreen(int w, int h, int format = 0);
virtual GSTexture* Resolve(GSTexture* t) {return NULL;}
virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0) {return NULL;}
virtual void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) {}
virtual void StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
virtual void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true) {}
virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {}
virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) {}
GSTexture* GetCurrent();
void Merge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c);
void Interlace(const GSVector2i& ds, int field, int mode, float yoffset);
bool ResizeTexture(GSTexture** t, int w, int h);
bool IsRBSwapped() {return m_rbswapped;}
template<class T> void PrepareShaderMacro(vector<T>& dst, const T* src)
{
dst.clear();
while(src && src->Definition && src->Name)
{
dst.push_back(*src++);
}
T m;
m.Name = "SHADER_MODEL";
m.Definition = m_shader.model.c_str();
dst.push_back(m);
m.Name = NULL;
m.Definition = NULL;
dst.push_back(m);
}
bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode); // TODO: GSDeviceDX
};