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55 lines
3.1 KiB
C++
55 lines
3.1 KiB
C++
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: CC-BY-NC-ND-4.0
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#pragma once
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#include "gpu_hw.h"
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#include "util/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(RenderAPI render_api, bool supports_dual_source_blend, bool supports_framebuffer_fetch);
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~GPU_HW_ShaderGen();
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std::string GenerateScreenVertexShader() const;
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std::string GenerateBatchVertexShader(bool upscaled, bool msaa, bool per_sample_shading, bool textured, bool palette,
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bool page_texture, bool uv_limits, bool force_round_texcoords, bool pgxp_depth,
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bool disable_color_perspective) const;
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
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GPU_HW::BatchTextureMode texture_mode, GPUTextureFilter texture_filtering,
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bool upscaled, bool msaa, bool per_sample_shading, bool uv_limits,
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bool force_round_texcoords, bool true_color, bool dithering,
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bool scaled_dithering, bool disable_color_perspective, bool interlacing,
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bool check_mask, bool write_mask_as_depth, bool use_rov, bool use_rov_depth,
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bool rov_depth_test) const;
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std::string GenerateWireframeGeometryShader() const;
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std::string GenerateWireframeFragmentShader() const;
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std::string GenerateVRAMReadFragmentShader(u32 resolution_scale, u32 multisamples) const;
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std::string GenerateVRAMWriteFragmentShader(bool use_buffer, bool use_ssbo, bool write_mask_as_depth,
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bool write_depth_as_rt) const;
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std::string GenerateVRAMCopyFragmentShader(bool write_mask_as_depth, bool write_depth_as_rt) const;
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std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced, bool write_mask_as_depth,
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bool write_depth_as_rt) const;
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std::string GenerateVRAMUpdateDepthFragmentShader(bool msaa) const;
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std::string GenerateVRAMExtractFragmentShader(u32 resolution_scale, u32 multisamples, bool color_24bit,
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bool depth_buffer) const;
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std::string GenerateVRAMReplacementBlitFragmentShader() const;
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std::string GenerateAdaptiveDownsampleVertexShader() const;
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std::string GenerateAdaptiveDownsampleMipFragmentShader() const;
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std::string GenerateAdaptiveDownsampleBlurFragmentShader() const;
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std::string GenerateAdaptiveDownsampleCompositeFragmentShader() const;
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std::string GenerateBoxSampleDownsampleFragmentShader(u32 factor) const;
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std::string GenerateReplacementMergeFragmentShader(bool semitransparent, bool bilinear_filter) const;
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private:
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void WriteColorConversionFunctions(std::stringstream& ss) const;
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void WriteBatchUniformBuffer(std::stringstream& ss) const;
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void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter) const;
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void WriteAdaptiveDownsampleUniformBuffer(std::stringstream& ss) const;
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};
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