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Current goal is to implement the SW render with pure opengl instead of SDL. I plan to use OpenGL4.2 capability (the latest actually) => need libglew1.7 and a Dx11 capable GPU/drivers. git-svn-id: http://pcsx2.googlecode.com/svn/branches/gsdx-ogl@4970 96395faa-99c1-11dd-bbfe-3dabce05a288
44 lines
1.5 KiB
C++
44 lines
1.5 KiB
C++
/*
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* Copyright (C) 2011-2011 Gregory hainaut
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* Copyright (C) 2007-2009 Gabest
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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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#include "GSRendererOGL.h"
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#include "GSRenderer.h"
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GSRendererOGL::GSRendererOGL()
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// FIXME
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//: GSRendererHW<GSVertexHWOGL>(new GSTextureCacheOGL(this))
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: GSRendererHW<GSVertexHW11>(new GSTextureCacheOGL(this))
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{
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// TODO must be implementer with macro InitVertexKick(GSRendererOGL)
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// template<uint32 prim, uint32 tme, uint32 fst> void VertexKick(bool skip);
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InitVertexKick(GSRendererOGL);
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}
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GSRendererOGL::~GSRendererOGL() { /* TODO */ }
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bool GSRendererOGL::CreateDevice(GSDevice* dev) { /* TODO */ }
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template<uint32 prim, uint32 tme, uint32 fst>
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void GSRendererOGL::VertexKick(bool skip) { /* TODO */ }
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void GSRendererOGL::Draw(GSTexture* rt, GSTexture* ds, GSTextureCache::Source* tex) { /* TODO */ }
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