Duckstation/src/core/gpu_hw_shadergen.h

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#pragma once
#include "gpu_hw.h"
#include "shadergen.h"
class GPU_HW_ShaderGen : public ShaderGen
{
public:
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits,
bool pgxp_depth, bool supports_dual_source_blend);
~GPU_HW_ShaderGen();
std::string GenerateBatchVertexShader(bool textured);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPUTextureMode texture_mode,
bool dithering, bool interlacing);
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std::string GenerateInterlacedFillFragmentShader();
std::string GenerateDisplayFragmentShader(bool depth_24bit, GPU_HW::InterlacedRenderMode interlace_mode,
bool smooth_chroma);
std::string GenerateVRAMReadFragmentShader();
std::string GenerateVRAMWriteFragmentShader(bool use_ssbo);
std::string GenerateVRAMCopyFragmentShader();
std::string GenerateVRAMUpdateDepthFragmentShader();
private:
ALWAYS_INLINE bool UsingMSAA() const { return m_multisamples > 1; }
ALWAYS_INLINE bool UsingPerSampleShading() const { return m_multisamples > 1 && m_per_sample_shading; }
void WriteCommonFunctions(std::stringstream& ss);
void WriteBatchUniformBuffer(std::stringstream& ss);
void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter);
u32 m_resolution_scale;
u32 m_multisamples;
bool m_per_sample_shading;
bool m_true_color;
bool m_scaled_dithering;
GPUTextureFilter m_texture_filter;
bool m_uv_limits;
bool m_pgxp_depth;
};