Duckstation/src/core/gpu_hw_shadergen.h
Connor McLaughlin 9446587e8f GPU/HW: Mask bit handling in hardware renderers
Fixes:
 - Menu effect in Ghost in the Shell
 - Incorrect text colours in menu of Dragon Quest VII
 - Fade effect in TwinBee RPG
 - Fog in Silent Hill
 - Water in Duke Nukem - Land of the Babes
 - Shadows in Ultraman - Fighting Evolution

and probably others.
2020-05-03 17:11:31 +10:00

59 lines
2.6 KiB
C++

#pragma once
#include "gpu_hw.h"
#include "host_display.h"
#include <sstream>
#include <string>
class GPU_HW_ShaderGen
{
public:
GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color, bool scaled_dithering,
bool texture_filtering, bool supports_dual_source_blend);
~GPU_HW_ShaderGen();
static bool UseGLSLBindingLayout();
std::string GenerateBatchVertexShader(bool textured);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPU::TextureMode texture_mode,
bool dithering, bool interlacing);
std::string GenerateBatchLineExpandGeometryShader();
std::string GenerateScreenQuadVertexShader();
std::string GenerateFillFragmentShader();
std::string GenerateInterlacedFillFragmentShader();
std::string GenerateCopyFragmentShader();
std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
std::string GenerateVRAMReadFragmentShader();
std::string GenerateVRAMWriteFragmentShader();
std::string GenerateVRAMCopyFragmentShader();
std::string GenerateVRAMUpdateDepthFragmentShader();
private:
void SetGLSLVersionString();
void WriteHeader(std::stringstream& ss);
void DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& 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<const char*>& attributes,
u32 num_color_outputs, u32 num_texcoord_outputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
bool declare_vertex_id = false);
void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false);
void WriteCommonFunctions(std::stringstream& ss);
void WriteBatchUniformBuffer(std::stringstream& ss);
HostDisplay::RenderAPI m_render_api;
u32 m_resolution_scale;
bool m_true_color;
bool m_scaled_dithering;
bool m_texture_filering;
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;
};