mirror of https://github.com/PCSX2/pcsx2.git
150 lines
4.4 KiB
C++
150 lines
4.4 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 "GSWnd.h"
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#include "GSTexture.h"
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#include "GSVertex.h"
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#include "GSAlignedClass.h"
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#pragma pack(push, 1)
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struct MergeConstantBuffer
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{
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GSVector4 BGColor;
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struct MergeConstantBuffer() {memset(this, 0, sizeof(*this));}
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};
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struct InterlaceConstantBuffer
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{
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GSVector2 ZrH;
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float hH;
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float _pad[1];
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struct InterlaceConstantBuffer() {memset(this, 0, sizeof(*this));}
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};
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#pragma pack(pop)
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class GSDevice : public GSAlignedClass<16>
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{
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list<GSTexture*> m_pool;
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GSTexture* Fetch(int type, int w, int h, bool msaa, int format);
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protected:
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GSWnd* m_wnd;
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bool m_vsync;
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bool m_rbswapped;
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GSTexture* m_backbuffer;
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GSTexture* m_merge;
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GSTexture* m_weavebob;
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GSTexture* m_blend;
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GSTexture* m_1x1;
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GSTexture* m_current;
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struct {D3D_FEATURE_LEVEL level; string model, vs, gs, ps;} m_shader;
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struct {size_t stride, start, count, limit;} m_vertices;
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uint32 m_msaa;
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DXGI_SAMPLE_DESC m_msaa_desc;
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virtual GSTexture* Create(int type, int w, int h, bool msaa, int format) = 0;
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virtual void DoMerge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, GSTexture* dt, bool slbg, bool mmod, const GSVector4& c) = 0;
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virtual void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset) = 0;
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public:
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GSDevice();
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virtual ~GSDevice();
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void Recycle(GSTexture* t);
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enum {Windowed, Fullscreen, DontCare};
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virtual bool Create(GSWnd* wnd);
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virtual bool Reset(int w, int h);
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virtual bool IsLost(bool update = false) {return false;}
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virtual void Present(const GSVector4i& r, int shader);
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virtual void Flip() {}
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virtual void BeginScene() {}
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virtual void DrawPrimitive() {};
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virtual void EndScene();
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virtual void SetVsync(bool enable) { m_vsync = enable; }
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virtual void ClearRenderTarget(GSTexture* t, const GSVector4& c) {}
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virtual void ClearRenderTarget(GSTexture* t, uint32 c) {}
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virtual void ClearDepth(GSTexture* t, float c) {}
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virtual void ClearStencil(GSTexture* t, uint8 c) {}
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virtual GSTexture* CreateRenderTarget(int w, int h, bool msaa, int format = 0);
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virtual GSTexture* CreateDepthStencil(int w, int h, bool msaa, int format = 0);
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virtual GSTexture* CreateTexture(int w, int h, int format = 0);
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virtual GSTexture* CreateOffscreen(int w, int h, int format = 0);
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virtual GSTexture* Resolve(GSTexture* t) {return NULL;}
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virtual GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0) {return NULL;}
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virtual void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r) {}
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virtual void StretchRect(GSTexture* st, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
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virtual void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true) {}
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virtual void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1) {}
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virtual void PSSetShaderResource(int i, GSTexture* sr) {}
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virtual void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL) {}
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GSTexture* GetCurrent();
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void Merge(GSTexture* st[2], GSVector4* sr, GSVector4* dr, const GSVector2i& fs, bool slbg, bool mmod, const GSVector4& c);
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void Interlace(const GSVector2i& ds, int field, int mode, float yoffset);
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bool ResizeTexture(GSTexture** t, int w, int h);
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bool IsRBSwapped() {return m_rbswapped;}
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template<class T> void PrepareShaderMacro(vector<T>& dst, const T* src)
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{
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dst.clear();
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while(src && src->Definition && src->Name)
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{
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dst.push_back(*src++);
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}
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T m;
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m.Name = "SHADER_MODEL";
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m.Definition = m_shader.model.c_str();
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dst.push_back(m);
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m.Name = NULL;
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m.Definition = NULL;
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dst.push_back(m);
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}
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bool SetFeatureLevel(D3D_FEATURE_LEVEL level, bool compat_mode); // TODO: GSDeviceDX
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};
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