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* Improves rendering in FE:A but the screens will still not show because it requires surface validation
25 lines
1.3 KiB
C++
25 lines
1.3 KiB
C++
#include "renderer_sw/renderer_sw.hpp"
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RendererSw::RendererSw(GPU& gpu, const std::array<u32, regNum>& internalRegs, const std::array<u32, extRegNum>& externalRegs)
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: Renderer(gpu, internalRegs, externalRegs) {}
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RendererSw::~RendererSw() {}
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void RendererSw::reset() { printf("RendererSW: Unimplemented reset call\n"); }
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void RendererSw::display() { printf("RendererSW: Unimplemented display call\n"); }
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void RendererSw::initGraphicsContext(SDL_Window* window) { printf("RendererSW: Unimplemented initGraphicsContext call\n"); }
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void RendererSw::clearBuffer(u32 startAddress, u32 endAddress, u32 value, u32 control) { printf("RendererSW: Unimplemented clearBuffer call\n"); }
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void RendererSw::displayTransfer(u32 inputAddr, u32 outputAddr, u32 inputSize, u32 outputSize, u32 flags) {
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printf("RendererSW: Unimplemented displayTransfer call\n");
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}
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void RendererSw::textureCopy(u32 inputAddr, u32 outputAddr, u32 totalBytes, u32 inputSize, u32 outputSize, u32 flags) {
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printf("RendererSW: Unimplemented textureCopy call\n");
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}
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void RendererSw::drawVertices(PICA::PrimType primType, std::span<const PICA::Vertex> vertices) {
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printf("RendererSW: Unimplemented drawVertices call\n");
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}
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void RendererSw::screenshot(const std::string& name) { printf("RendererSW: Unimplemented screenshot call\n"); }
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