pcsx2/plugins/GSdx/GSDeviceSW.h
2011-02-22 23:39:02 +00:00

63 lines
2.1 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 "GSDevice.h"
#include "GSTextureSW.h"
class GSDeviceSW : public GSDevice
{
GSTexture* CreateSurface(int type, int w, int h, bool msaa, int format);
void DoMerge(GSTexture* st[2], GSVector4* sr, GSTexture* dt, GSVector4* dr, bool slbg, bool mmod, const GSVector4& c);
void DoInterlace(GSTexture* st, GSTexture* dt, int shader, bool linear, float yoffset = 0);
void Clear(GSTexture* t, uint32 c);
public:
GSDeviceSW();
bool Create(GSWnd* wnd);
bool Reset(int w, int h);
// drawing may be routed through here, the software renderers use the rasterizer directly now
void BeginScene();
void DrawPrimitive();
void EndScene();
void ClearRenderTarget(GSTexture* t, const GSVector4& c);
void ClearRenderTarget(GSTexture* t, uint32 c);
void ClearDepth(GSTexture* t, float c);
void ClearStencil(GSTexture* t, uint8 c);
GSTexture* CopyOffscreen(GSTexture* src, const GSVector4& sr, int w, int h, int format = 0);
void CopyRect(GSTexture* st, GSTexture* dt, const GSVector4i& r);
void StretchRect(GSTexture* st, const GSVector4& sr, GSTexture* dt, const GSVector4& dr, int shader = 0, bool linear = true);
void PSSetShaderResources(GSTexture* sr0, GSTexture* sr1);
void PSSetShaderResource(int i, GSTexture* sr);
void OMSetRenderTargets(GSTexture* rt, GSTexture* ds, const GSVector4i* scissor = NULL);
};