Jordan Woyak 194493cc04 Some work on merging the video plugins: Added a new plugin to the solution(shouldn't build by default) which combines the DX9, DX11, and OGL plugins with their common code merged (and some things temporarily removed). In it's current state the plugin is hardly usable. Perhaps someone with knowledge of the video plugins will be able to fix the things I have broken more easily than me(or point me in the right direction). I will continue to work on it as well.
Main Issues:
DX11 is functional with a ~2MB/s mem leak.
OpenGL/DirectX9 have a black display while game runs. (DirectX 9 flashes good display on emulation stop)
Too many virtual function calls. (once everything is working, I will work on removing them)
Won't build on non-Windows in its current state. (mainly EmuWindow will need changes for Linux/OS X)
Probably other stuff.

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6219 8ced0084-cf51-0410-be5f-012b33b47a6e
2010-09-20 21:45:47 +00:00

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// Copyright (C) 2003 Dolphin Project.
// 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, version 2.0.
// 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
#ifndef _OGL_TEXTURECACHE_H_
#define _OGL_TEXTURECACHE_H_
#include "VideoCommon.h"
#include "BPMemory.h"
#include "OGL_GLUtil.h"
#include "../TextureCache.h"
namespace OGL
{
class TextureCache : public ::TextureCacheBase
{
public:
struct TCacheEntry : TCacheEntryBase
{
GLuint texture;
bool isDynamic;
bool bHaveMipMaps;
PC_TexFormat pcfmt;
int gl_format;
int gl_iformat;
int gl_type;
TexMode0 mode; // current filter and clamp modes that texture is set to
TexMode1 mode1; // current filter and clamp modes that texture is set to
void SetTextureParameters(TexMode0 &newmode, TexMode1 &newmode1);
TCacheEntry();
~TCacheEntry();
void Load(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int level);
void FromRenderTarget(bool bFromZBuffer, bool bScaleByHalf,
unsigned int cbufid, const float colmat[], const EFBRectangle &source_rect);
void Bind(unsigned int stage);
};
~TextureCache();
TCacheEntryBase* CreateTexture(unsigned int width, unsigned int height,
unsigned int expanded_width, unsigned int tex_levels, PC_TexFormat pcfmt);
TCacheEntryBase* CreateRenderTargetTexture(int scaled_tex_w, int scaled_tex_h);
void CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyfmt, unsigned int bScaleByHalf, const EFBRectangle &source);
static void DisableStage(int stage); // sets active texture
};
//bool SaveTexture(const char* filename, u32 textarget, u32 tex, int width, int height);
}
#endif // _TEXTUREMNGR_H_