pcsx2/plugins/GSdx/GSDevice.h

157 lines
4.7 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)
class MergeConstantBuffer
{
public:
GSVector4 BGColor;
MergeConstantBuffer() {memset(this, 0, sizeof(*this));}
};
class InterlaceConstantBuffer
{
public:
GSVector2 ZrH;
float hH;
float _pad[1];
InterlaceConstantBuffer() {memset(this, 0, sizeof(*this));}
};
class FXAAConstantBuffer
{
public:
GSVector4 rcpFrame;
GSVector4 rcpFrameOpt;
FXAAConstantBuffer() {memset(this, 0, sizeof(*this));}
};
class ShadeBoostConstantBuffer
{
public:
GSVector4 rcpFrame;
GSVector4 rcpFrameOpt;
ShadeBoostConstantBuffer() {memset(this, 0, sizeof(*this));}
};
#pragma pack(pop)
class GSDevice : public GSAlignedClass<32>
{
list<GSTexture*> m_pool;
protected:
GSWnd* m_wnd;
bool m_vsync;
bool m_rbswapped;
GSTexture* m_backbuffer;
GSTexture* m_merge;
GSTexture* m_weavebob;
GSTexture* m_blend;
GSTexture* m_fxaa;
GSTexture* m_shadeboost;
GSTexture* m_1x1;
GSTexture* m_current;
struct {size_t stride, start, count, limit;} m_vertex;
struct {size_t start, count, limit;} m_index;
unsigned int m_frame; // for ageing the pool
virtual GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format) = 0;
virtual GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
virtual void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c) = 0;
virtual void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) = 0;
virtual void DoFXAA(GSTexture* st, GSTexture* dt) {}
virtual void DoShadeBoost(GSTexture* st, GSTexture* dt) {}
public:
GSDevice();
virtual ~GSDevice();
void Recycle(GSTexture* t);
enum {Windowed, Fullscreen, DontCare};
virtual bool Create(GSWnd* wnd);
virtual bool Reset(int w, int h);
virtual bool IsLost(bool update = false) {return false;}
virtual void Present(const GSVector4i& r, int shader);
virtual void Present(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader = 0);
virtual void Flip() {}
virtual void SetVSync(bool enable) {m_vsync = enable;}
virtual void BeginScene() {}
virtual void DrawPrimitive() {};
virtual void DrawIndexedPrimitive() {}
virtual void DrawIndexedPrimitive(int offset, int count) {}
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, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true) {}
void StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {}
virtual void PSSetShaderResource(int i, GSTexture* sr) {}
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);
void FXAA();
void ShadeBoost();
bool ResizeTexture(GSTexture** t, int w, int h);
bool IsRBSwapped() {return m_rbswapped;}
void AgePool();
};