#pragma once #include "gpu_hw.h" #include "host_display.h" #include #include class GPU_HW_ShaderGen { public: GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color); ~GPU_HW_ShaderGen(); std::string GenerateBatchVertexShader(bool textured); std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPU::TextureMode texture_mode, bool dithering); std::string GenerateBatchLineExpandGeometryShader(); std::string GenerateScreenQuadVertexShader(); std::string GenerateFillFragmentShader(); std::string GenerateCopyFragmentShader(); std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced); std::string GenerateVRAMReadFragmentShader(); std::string GenerateVRAMWriteFragmentShader(); HostDisplay::RenderAPI m_render_api; u32 m_resolution_scale; bool m_true_color; bool m_glsl; bool m_glsl_es; private: void WriteHeader(std::stringstream& ss); void DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list& 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& attributes, u32 num_color_outputs, u32 num_texcoord_outputs, const std::initializer_list& additional_outputs, bool declare_vertex_id = false); void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs, const std::initializer_list& additional_inputs, bool declare_fragcoord = false, bool dual_color_output = false); void WriteCommonFunctions(std::stringstream& ss); void WriteBatchUniformBuffer(std::stringstream& ss); };