GPU/HW: Add D3D11 renderer and refactor host interface/display

This commit is contained in:
Connor McLaughlin
2019-11-04 00:39:48 +10:00
parent f244da86a2
commit 9de9cf3be2
30 changed files with 2101 additions and 415 deletions

View File

@ -9,7 +9,7 @@ public:
enum class API
{
OpenGL,
Direct3D
D3D11
};
public:
@ -23,6 +23,7 @@ public:
bool dithering);
std::string GenerateScreenQuadVertexShader();
std::string GenerateFillFragmentShader();
std::string GenerateCopyFragmentShader();
std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
std::string GenerateVRAMWriteFragmentShader();
@ -38,7 +39,8 @@ private:
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<const char*>& additional_outputs);
const std::initializer_list<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<const char*>& additional_inputs,
bool declare_fragcoord = false, bool dual_color_output = false);