#pragma once #include "gpu_hw.h" #include "host_display.h" #include #include class ShaderGen { public: ShaderGen(HostDisplay::RenderAPI render_api, bool supports_dual_source_blend); ~ShaderGen(); static bool UseGLSLBindingLayout(); std::string GenerateScreenQuadVertexShader(); std::string GenerateFillFragmentShader(); std::string GenerateCopyFragmentShader(); protected: ALWAYS_INLINE bool IsVulkan() const { return (m_render_api == HostDisplay::RenderAPI::Vulkan); } void SetGLSLVersionString(); void DefineMacro(std::stringstream& ss, const char* name, bool enabled); void WriteHeader(std::stringstream& ss); void DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list& members, bool push_constant_on_vulkan); 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& attributes, u32 num_color_outputs, u32 num_texcoord_outputs, const std::initializer_list>& additional_outputs, bool declare_vertex_id = false, const char* output_block_suffix = ""); void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs, const std::initializer_list>& additional_inputs, bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false); HostDisplay::RenderAPI m_render_api; bool m_glsl; bool m_supports_dual_source_blend; bool m_use_glsl_interface_blocks; bool m_use_glsl_binding_layout; std::string m_glsl_version_string; };