Duckstation/src/core/gpu_hw_shadergen.h

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C
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#pragma once
#include "gpu_hw.h"
#include <sstream>
#include <string>
class GPU_HW_ShaderGen
{
public:
enum class API
{
OpenGL,
D3D11
};
public:
GPU_HW_ShaderGen(API backend, u32 resolution_scale, bool true_color);
~GPU_HW_ShaderGen();
void Init(API backend, u32 resolution_scale, bool true_color);
std::string GenerateBatchVertexShader(bool textured);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPU::TextureMode texture_mode,
bool dithering);
std::string GenerateScreenQuadVertexShader();
std::string GenerateFillFragmentShader();
std::string GenerateCopyFragmentShader();
std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
std::string GenerateVRAMWriteFragmentShader();
API m_backend;
u32 m_resolution_scale;
bool m_true_color;
bool m_glsl;
private:
void WriteHeader(std::stringstream& ss);
void DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members);
void DeclareTexture(std::stringstream& ss, const char* name, u32 index);
void DeclareTextureBuffer(std::stringstream& ss, const char* name, u32 index, bool is_int, bool is_unsigned);
void DeclareVertexEntryPoint(std::stringstream& ss, const std::initializer_list<const char*>& attributes,
u32 num_color_outputs, u32 num_texcoord_outputs,
const std::initializer_list<const char*>& additional_outputs,
bool declare_vertex_id = false);
void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<const char*>& additional_inputs,
bool declare_fragcoord = false, bool dual_color_output = false);
void WriteCommonFunctions(std::stringstream& ss);
void WriteBatchUniformBuffer(std::stringstream& ss);
};