Files
pcsx2/plugins/GSdx/GSRendererOGL.cpp
T
gabest11 83b15dbac0 GSdx:
- trying the dx10.1-only "gather" shader instruction for palletized lookups ("8-bit texture" mode), saves 4 instructions which isn't much but still... (not tested, don't have ati)
- may fix the intel gma "no output" bug (don't have gma either :P)
- and the usual small code optimizations


git-svn-id: http://pcsx2.googlecode.com/svn/trunk@1549 96395faa-99c1-11dd-bbfe-3dabce05a288
2009-07-22 03:55:28 +00:00

80 lines
1.9 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
*
*/
#include "stdafx.h"
#include "GSRendererOGL.h"
#include "GSCrc.h"
#include "resource.h"
GSRendererOGL::GSRendererOGL(uint8* base, bool mt, void (*irq)())
: GSRendererHW<GSVertexOGL>(base, mt, irq, new GSDeviceOGL(), new GSTextureCacheOGL(this))
{
InitVertexKick<GSRendererOGL>();
}
bool GSRendererOGL::Create(const string& title, int w, int h)
{
if(!__super::Create(title, w, h))
return false;
// TODO
/*
if(!m_tfx.Create((GSDeviceOGL*)m_dev))
return false;
*/
return true;
}
template<uint32 prim, uint32 tme, uint32 fst>
void GSRendererOGL::VertexKick(bool skip)
{
GSVertexOGL& dst = m_vl.AddTail();
// TODO
int count = 0;
if(GSVertexOGL* v = DrawingKick<prim>(skip, count))
{
// TODO
m_count += count;
}
}
void GSRendererOGL::Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex)
{
GSDrawingEnvironment& env = m_env;
GSDrawingContext* context = m_context;
// m_perfmon.Put(GSPerfMon::Prim, prims);
m_dev->BeginScene();
// TODO
m_dev->EndScene();
}