Duckstation/src/pse/gpu_hw.h

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#pragma once
#include "gpu.h"
#include <string>
#include <sstream>
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#include <vector>
class GPU_HW : public GPU
{
public:
GPU_HW();
virtual ~GPU_HW();
protected:
struct HWVertex
{
s32 x;
s32 y;
u32 color;
u16 texcoord;
u16 padding;
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};
virtual void UpdateTexturePageTexture();
bool IsFlushed() const { return !m_batch_vertices.empty(); }
void DispatchRenderCommand(RenderCommand rc, u32 num_vertices) override;
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void CalcViewport(int* x, int* y, int* width, int* height);
void CalcScissorRect(int* left, int* top, int* right, int* bottom);
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std::string GenerateVertexShader(bool textured);
std::string GenerateFragmentShader(bool textured, bool blending);
std::string GenerateScreenQuadVertexShader();
std::string GenerateTexturePageProgram(TextureColorMode mode);
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std::vector<HWVertex> m_batch_vertices;
RenderCommand m_batch_command = {};
private:
void GenerateShaderHeader(std::stringstream& ss);
void LoadVertices(RenderCommand rc, u32 num_vertices);
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};