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