duckstation/src/core/gpu_hw_shadergen.h
2024-10-04 14:48:10 +10:00

58 lines
2.7 KiB
C++

// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: CC-BY-NC-ND-4.0
#pragma once
#include "gpu_hw.h"
#include "util/shadergen.h"
class GPU_HW_ShaderGen : public ShaderGen
{
public:
GPU_HW_ShaderGen(RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
bool true_color, bool scaled_dithering, bool write_mask_as_depth, bool disable_color_perspective,
bool supports_dual_source_blend, bool supports_framebuffer_fetch);
~GPU_HW_ShaderGen();
std::string GenerateBatchVertexShader(bool textured, bool palette, bool page_texture, bool uv_limits,
bool force_round_texcoords, bool pgxp_depth);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
GPU_HW::BatchTextureMode texture_mode, GPUTextureFilter texture_filtering,
bool uv_limits, bool force_round_texcoords, bool dithering, bool interlacing,
bool check_mask, bool use_rov, bool use_rov_depth, bool rov_depth_test);
std::string GenerateWireframeGeometryShader();
std::string GenerateWireframeFragmentShader();
std::string GenerateVRAMReadFragmentShader();
std::string GenerateVRAMWriteFragmentShader(bool use_buffer, bool use_ssbo);
std::string GenerateVRAMCopyFragmentShader();
std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced);
std::string GenerateVRAMUpdateDepthFragmentShader();
std::string GenerateVRAMExtractFragmentShader(bool color_24bit, bool depth_buffer);
std::string GenerateAdaptiveDownsampleVertexShader();
std::string GenerateAdaptiveDownsampleMipFragmentShader();
std::string GenerateAdaptiveDownsampleBlurFragmentShader();
std::string GenerateAdaptiveDownsampleCompositeFragmentShader();
std::string GenerateBoxSampleDownsampleFragmentShader(u32 factor);
std::string GenerateReplacementMergeFragmentShader(bool semitransparent, bool bilinear_filter);
private:
ALWAYS_INLINE bool UsingMSAA() const { return m_multisamples > 1; }
ALWAYS_INLINE bool UsingPerSampleShading() const { return m_multisamples > 1 && m_per_sample_shading; }
void WriteColorConversionFunctions(std::stringstream& ss);
void WriteBatchUniformBuffer(std::stringstream& ss);
void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter);
void WriteAdaptiveDownsampleUniformBuffer(std::stringstream& ss);
u32 m_resolution_scale;
u32 m_multisamples;
bool m_per_sample_shading;
bool m_true_color;
bool m_scaled_dithering;
bool m_write_mask_as_depth;
bool m_disable_color_perspective;
};