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Currently we're trying to infer the conversion shader based on the output format It only works if the input data is RGBA8. It might not be true in the future
62 lines
2.2 KiB
C++
62 lines
2.2 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, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA 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 "GSTextureSW.h"
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class GSDeviceSW : public GSDevice
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{
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GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
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void DoMerge(GSTexture* sTex[2], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, bool slbg, bool mmod, const GSVector4& c);
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void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset = 0);
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void Clear(GSTexture* t, uint32 c);
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public:
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GSDeviceSW();
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bool Create(GSWnd* wnd);
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bool Reset(int w, int h);
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// drawing may be routed through here, the software renderers use the rasterizer directly now
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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* CopyOffscreen(GSTexture* src, const GSVector4& sRect, int w, int h, int format = 0, int ps_shader = 0);
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void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r);
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void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true);
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void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
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void PSSetShaderResource(int i, GSTexture* sRect);
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void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
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};
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