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// SwiftShader Software Renderer
//
// Copyright(c) 2005-2012 TransGaming Inc.
//
// All rights reserved. No part of this software may be copied, distributed, transmitted,
// transcribed, stored in a retrieval system, translated into any human or computer
// language by any means, or disclosed to third parties without the explicit written
// agreement of TransGaming Inc. Without such an agreement, no rights or licenses, express
// or implied, including but not limited to any patent rights, are granted to you.
//
#ifndef sw_FrameBufferWin_hpp
#define sw_FrameBufferWin_hpp
#include "FrameBuffer.hpp"
namespace sw
{
struct GammaRamp
{
short red[256];
short green[256];
short blue[256];
};
class FrameBufferWin : public FrameBuffer
{
public:
FrameBufferWin(HWND windowHandle, int width, int height, bool fullscreen, bool topLeftOrigin);
virtual ~FrameBufferWin();
virtual void flip(void *source, Format format) = 0;
virtual void blit(void *source, const Rect *sourceRect, const Rect *destRect, Format format) = 0;
virtual void flip(HWND windowOverride, void *source, Format format) = 0;
virtual void blit(HWND windowOverride, void *source, const Rect *sourceRect, const Rect *destRect, Format format) = 0;
virtual void *lock() = 0;
virtual void unlock() = 0;
virtual void setGammaRamp(GammaRamp *gammaRamp, bool calibrate) = 0;
virtual void getGammaRamp(GammaRamp *gammaRamp) = 0;
virtual void screenshot(void *destBuffer) = 0;
virtual bool getScanline(bool &inVerticalBlank, unsigned int &scanline) = 0;
protected:
void updateBounds(HWND windowOverride);
HWND windowHandle;
DWORD originalWindowStyle;
RECT bounds;
};
}
#endif // sw_FrameBufferWin_hpp