mirror of
https://github.com/libretro/pcsx2.git
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228 lines
6.4 KiB
C++
228 lines
6.4 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, 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 "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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#include "GSOsdManager.h"
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enum ShaderConvert {
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ShaderConvert_COPY = 0,
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ShaderConvert_RGBA8_TO_16_BITS,
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ShaderConvert_DATM_1,
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ShaderConvert_DATM_0,
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ShaderConvert_MOD_256,
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ShaderConvert_SCANLINE = 5,
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ShaderConvert_DIAGONAL_FILTER,
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ShaderConvert_TRANSPARENCY_FILTER,
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ShaderConvert_TRIANGULAR_FILTER,
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ShaderConvert_COMPLEX_FILTER,
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ShaderConvert_FLOAT32_TO_32_BITS = 10,
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ShaderConvert_FLOAT32_TO_RGBA8,
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ShaderConvert_FLOAT16_TO_RGB5A1,
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ShaderConvert_RGBA8_TO_FLOAT32 = 13,
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ShaderConvert_RGBA8_TO_FLOAT24,
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ShaderConvert_RGBA8_TO_FLOAT16,
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ShaderConvert_RGB5A1_TO_FLOAT16,
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ShaderConvert_RGBA_TO_8I = 17,
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ShaderConvert_OSD,
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ShaderConvert_YUV,
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ShaderConvert_Count
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};
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#pragma pack(push, 1)
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class MergeConstantBuffer
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{
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public:
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GSVector4 BGColor;
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MergeConstantBuffer() {memset(this, 0, sizeof(*this));}
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};
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class InterlaceConstantBuffer
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{
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public:
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GSVector2 ZrH;
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float hH;
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float _pad[1];
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InterlaceConstantBuffer() {memset(this, 0, sizeof(*this));}
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};
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class ExternalFXConstantBuffer
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{
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public:
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GSVector2 xyFrame;
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GSVector4 rcpFrame;
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GSVector4 rcpFrameOpt;
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ExternalFXConstantBuffer() { memset(this, 0, sizeof(*this)); }
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};
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class FXAAConstantBuffer
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{
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public:
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GSVector4 rcpFrame;
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GSVector4 rcpFrameOpt;
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FXAAConstantBuffer() {memset(this, 0, sizeof(*this));}
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};
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class ShadeBoostConstantBuffer
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{
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public:
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GSVector4 rcpFrame;
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GSVector4 rcpFrameOpt;
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ShadeBoostConstantBuffer() {memset(this, 0, sizeof(*this));}
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};
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#pragma pack(pop)
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class GSDevice : public GSAlignedClass<32>
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{
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list<GSTexture*> m_pool;
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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_shaderfx;
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GSTexture* m_fxaa;
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GSTexture* m_shadeboost;
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GSTexture* m_1x1;
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GSTexture* m_current;
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struct {size_t stride, start, count, limit;} m_vertex;
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struct {size_t start, count, limit;} m_index;
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unsigned int m_frame; // for ageing the pool
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bool m_linear_present;
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virtual GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format) = 0;
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virtual GSTexture* FetchSurface(int type, int w, int h, bool msaa, int format);
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virtual void DoMerge(GSTexture* sTex[3], GSVector4* sRect, GSTexture* dTex, GSVector4* dRect, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c) = 0;
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virtual void DoInterlace(GSTexture* sTex, GSTexture* dTex, int shader, bool linear, float yoffset) = 0;
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virtual void DoFXAA(GSTexture* sTex, GSTexture* dTex) {}
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virtual void DoShadeBoost(GSTexture* sTex, GSTexture* dTex) {}
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virtual void DoExternalFX(GSTexture* sTex, GSTexture* dTex) {}
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public:
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GSOsdManager m_osd;
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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 Present(GSTexture* sTex, GSTexture* dTex, const GSVector4& dRect, int shader = 0);
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virtual void Flip() {}
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virtual void SetVSync(bool enable) {m_vsync = enable;}
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virtual void BeginScene() {}
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virtual void DrawPrimitive() {};
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virtual void DrawIndexedPrimitive() {}
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virtual void DrawIndexedPrimitive(int offset, int count) {}
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virtual void EndScene();
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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) {}
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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& sRect, int w, int h, int format = 0, int ps_shader = 0) {return NULL;}
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virtual void CopyRect(GSTexture* sTex, GSTexture* dTex, const GSVector4i& r) {}
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virtual void StretchRect(GSTexture* sTex, const GSVector4& sRect, GSTexture* dTex, const GSVector4& dRect, int shader = 0, bool linear = true) {}
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void StretchRect(GSTexture* sTex, GSTexture* dTex, const GSVector4& dRect, 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* sRect) {}
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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* sTex[3], GSVector4* sRect, GSVector4* dRect, const GSVector2i& fs, const GSRegPMODE& PMODE, const GSRegEXTBUF& EXTBUF, const GSVector4& c);
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void Interlace(const GSVector2i& ds, int field, int mode, float yoffset);
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void FXAA();
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void ShadeBoost();
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void ExternalFX();
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virtual void RenderOsd(GSTexture* dt) {};
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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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void AgePool();
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void PurgePool();
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virtual void PrintMemoryUsage();
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};
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struct GSAdapter
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{
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uint32 vendor;
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uint32 device;
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uint32 subsys;
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uint32 rev;
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operator std::string() const;
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bool operator==(const GSAdapter&) const;
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bool operator==(const std::string &s) const
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{
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return (std::string)*this == s;
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}
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bool operator==(const char *s) const
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{
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return (std::string)*this == s;
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}
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#ifdef _WIN32
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GSAdapter(const DXGI_ADAPTER_DESC1 &desc_dxgi);
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GSAdapter(const D3DADAPTER_IDENTIFIER9 &desc_d3d9);
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#endif
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#ifdef __linux__
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// TODO
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#endif
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};
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