mirror of https://github.com/PCSX2/pcsx2.git
188 lines
4.3 KiB
C++
188 lines
4.3 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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#pragma once
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#include "GSDevice.h"
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#include "GSTextureOGL.h"
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struct SamplerStateOGL
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{
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struct {GLenum s, t;} wrap;
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GLenum filter;
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};
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struct DepthStencilStateOGL
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{
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struct
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{
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bool enable;
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bool write;
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GLenum func;
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} depth;
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struct
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{
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bool enable;
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GLenum func;
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GLint ref;
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GLuint mask;
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GLenum sfail;
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GLenum dpfail;
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GLenum dppass;
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GLuint wmask;
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} stencil;
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};
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struct BlendStateOGL
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{
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bool enable;
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GLenum srcRGB;
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GLenum dstRGB;
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GLenum srcAlpha;
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GLenum dstAlpha;
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GLenum modeRGB;
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GLenum modeAlpha;
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union {uint8 r:1, g:1, b:1, a:1;} mask;
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};
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class GSDeviceOGL : public GSDevice
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{
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#ifdef _WINDOWS
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HDC m_hDC;
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HGLRC m_hGLRC;
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#endif
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GLuint m_vbo;
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GLuint m_fbo;
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struct
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{
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size_t stride, start, count, limit;
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} m_vertices;
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int m_topology;
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SamplerStateOGL* m_ps_ss;
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GSVector4i m_scissor;
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GSVector2i m_viewport;
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DepthStencilStateOGL* m_dss;
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BlendStateOGL* m_bs;
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float m_bf;
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GLuint m_rt;
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GLuint m_ds;
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//
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CGcontext m_context;
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static void OnStaticCgError(CGcontext ctx, CGerror err, void* p) {((GSDeviceOGL*)p)->OnCgError(ctx, err);}
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void OnCgError(CGcontext ctx, CGerror err);
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//
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GSTexture* Create(int type, int w, int h, int format);
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void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c);
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void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
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public:
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GSDeviceOGL();
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virtual ~GSDeviceOGL();
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bool Create(GSWnd* wnd, bool vsync);
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bool Reset(int w, int h, int mode);
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void Present(const GSVector4i& r, int shader);
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void Flip();
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void BeginScene();
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void DrawPrimitive();
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void EndScene();
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void ClearRenderTarget(GSTexture* t, const GSVector4& c);
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void ClearRenderTarget(GSTexture* t, uint32 c);
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void ClearDepth(GSTexture* t, float c);
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void ClearStencil(GSTexture* t, uint8 c);
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GSTexture* CreateRenderTarget(int w, int h, int format = 0);
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GSTexture* CreateDepthStencil(int w, int h, int format = 0);
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GSTexture* CreateTexture(int w, int h, int format = 0);
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GSTexture* CreateOffscreen(int w, int h, int format = 0);
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GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
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void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
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void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
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void IASetVertexBuffer(const void* vertices, size_t stride, size_t count);
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void IASetInputLayout(); // TODO
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void IASetPrimitiveTopology(int topology);
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void PSSetSamplerState(SamplerStateOGL* ss);
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void RSSet(int width, int height, const GSVector4i* scissor);
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void OMSetDepthStencilState(DepthStencilStateOGL* dss);
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void OMSetBlendState(BlendStateOGL* bs, float bf);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds);
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static void CheckError()
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{
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#ifdef _DEBUG
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GLenum error = glGetError();
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if(error != GL_NO_ERROR)
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{
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printf("%s\n", gluErrorString(error));
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}
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#endif
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}
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static void CheckFrameBuffer()
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{
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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if(status != GL_FRAMEBUFFER_COMPLETE)
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{
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printf("%d\n", status);
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}
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}
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void CheckCgError()
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{
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CGerror error;
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const char* s = cgGetLastErrorString(&error);
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if(error != CG_NO_ERROR)
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{
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printf("%s\n", s);
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if(error == CG_COMPILER_ERROR)
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{
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printf("%s\n", cgGetLastListing(m_context));
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}
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}
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}
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};
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