rpcsx/rpcs3/Emu/RSX/Null/NullGSRender.h
2015-01-05 04:08:26 +08:00

56 lines
2 KiB
C++

#pragma once
#include "Emu/RSX/GSRender.h"
class NullGSRender
: public GSRender
{
public:
NullGSRender() {}
virtual ~NullGSRender() {}
private:
virtual void OnInit() {}
virtual void OnInitThread() {}
virtual void OnExitThread() {}
virtual void OnReset() {}
virtual void Enable(u32 cmd, u32 enable) {}
virtual void ClearColor(u32 a, u32 r, u32 g, u32 b) {}
virtual void ClearStencil(u32 stencil) {}
virtual void ClearDepth(u32 depth) {}
virtual void ClearSurface(u32 mask) {}
virtual void ColorMask(bool a, bool r, bool g, bool b) {}
virtual void ExecCMD() {}
virtual void AlphaFunc(u32 func, float ref) {}
virtual void DepthFunc(u32 func) {}
virtual void DepthMask(u32 flag) {}
virtual void PolygonMode(u32 face, u32 mode) {}
virtual void PointSize(float size) {}
virtual void LogicOp(u32 opcode) {}
virtual void LineWidth(float width) {}
virtual void LineStipple(u16 factor, u16 pattern) {}
virtual void PolygonStipple(u32 pattern) {}
virtual void PrimitiveRestartIndex(u32 index) {}
virtual void CullFace(u32 mode) {}
virtual void FrontFace(u32 mode) {}
virtual void Fogi(u32 mode) {}
virtual void Fogf(float start, float end) {}
virtual void PolygonOffset(float factor, float bias) {}
virtual void DepthRangef(float min, float max) {}
virtual void BlendEquationSeparate(u16 rgb, u16 a) {}
virtual void BlendFuncSeparate(u16 srcRGB, u16 dstRGB, u16 srcAlpha, u16 dstAlpha) {}
virtual void BlendColor(u8 r, u8 g, u8 b, u8 a) {}
virtual void LightModeli(u32 enable) {}
virtual void ShadeModel(u32 mode) {}
virtual void DepthBoundsEXT(float min, float max) {}
virtual void Scissor(u16 x, u16 y, u16 width, u16 height) {}
virtual void StencilOp(u32 fail, u32 zfail, u32 zpass) {}
virtual void StencilMask(u32 mask) {}
virtual void StencilFunc(u32 func, u32 ref, u32 mask) {}
virtual void StencilOpSeparate(u32 mode, u32 fail, u32 zfail, u32 zpass) {}
virtual void StencilMaskSeparate(u32 mode, u32 mask) {}
virtual void StencilFuncSeparate(u32 mode, u32 func, u32 ref, u32 mask) {}
virtual void Flip() {}
virtual void Close() {}
};