mirror of
https://github.com/stenzek/duckstation.git
synced 2025-06-12 06:17:21 +00:00

We can't simply clear the alpha channel unconditionally here, because that would result in any black pixels with zero alpha being transparency-culled. Instead, we set it to a minimum value (2/255 in case of rounding error, I don't trust drivers here) so that transparent polygons in the source still set bit 15 to zero in the framebuffer, but are not transparency-culled. Silent Hill needs it to be zero, I'm not aware of anything that needs specific values yet. If it did, we'd need a different dumping technique.
56 lines
3.2 KiB
C++
56 lines
3.2 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, bool supports_dual_source_blend, bool supports_framebuffer_fetch);
|
|
~GPU_HW_ShaderGen();
|
|
|
|
std::string GenerateScreenVertexShader() const;
|
|
|
|
std::string GenerateBatchVertexShader(bool upscaled, bool msaa, bool per_sample_shading, bool textured, bool palette,
|
|
bool page_texture, bool uv_limits, bool force_round_texcoords, bool pgxp_depth,
|
|
bool disable_color_perspective) const;
|
|
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
|
|
GPU_HW::BatchTextureMode texture_mode, GPUTextureFilter texture_filtering,
|
|
bool upscaled, bool msaa, bool per_sample_shading, bool uv_limits,
|
|
bool force_round_texcoords, bool true_color, bool dithering,
|
|
bool scaled_dithering, bool disable_color_perspective, bool interlacing,
|
|
bool check_mask, bool write_mask_as_depth, bool use_rov, bool use_rov_depth,
|
|
bool rov_depth_test, bool rov_depth_write) const;
|
|
std::string GenerateWireframeGeometryShader() const;
|
|
std::string GenerateWireframeFragmentShader() const;
|
|
std::string GenerateVRAMReadFragmentShader(u32 resolution_scale, u32 multisamples) const;
|
|
std::string GenerateVRAMWriteFragmentShader(bool use_buffer, bool use_ssbo, bool write_mask_as_depth,
|
|
bool write_depth_as_rt) const;
|
|
std::string GenerateVRAMCopyFragmentShader(bool write_mask_as_depth, bool write_depth_as_rt) const;
|
|
std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced, bool write_mask_as_depth,
|
|
bool write_depth_as_rt) const;
|
|
std::string GenerateVRAMUpdateDepthFragmentShader(bool msaa) const;
|
|
std::string GenerateVRAMExtractFragmentShader(u32 resolution_scale, u32 multisamples, bool color_24bit,
|
|
bool depth_buffer) const;
|
|
std::string GenerateVRAMReplacementBlitFragmentShader() const;
|
|
|
|
std::string GenerateAdaptiveDownsampleVertexShader() const;
|
|
std::string GenerateAdaptiveDownsampleMipFragmentShader() const;
|
|
std::string GenerateAdaptiveDownsampleBlurFragmentShader() const;
|
|
std::string GenerateAdaptiveDownsampleCompositeFragmentShader() const;
|
|
std::string GenerateBoxSampleDownsampleFragmentShader(u32 factor) const;
|
|
|
|
std::string GenerateReplacementMergeFragmentShader(bool replacement, bool semitransparent,
|
|
bool bilinear_filter) const;
|
|
|
|
private:
|
|
void WriteColorConversionFunctions(std::stringstream& ss) const;
|
|
void WriteBatchUniformBuffer(std::stringstream& ss) const;
|
|
void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter) const;
|
|
void WriteAdaptiveDownsampleUniformBuffer(std::stringstream& ss) const;
|
|
};
|