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GPU/HW: Add D3D11 renderer and refactor host interface/display
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@ -9,7 +9,7 @@ public:
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enum class API
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{
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OpenGL,
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Direct3D
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D3D11
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};
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public:
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@ -23,6 +23,7 @@ public:
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bool dithering);
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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std::string GenerateCopyFragmentShader();
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std::string GenerateDisplayFragmentShader(bool depth_24bit, bool interlaced);
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std::string GenerateVRAMWriteFragmentShader();
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@ -38,7 +39,8 @@ private:
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void DeclareTextureBuffer(std::stringstream& ss, const char* name, u32 index, bool is_int, bool is_unsigned);
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void DeclareVertexEntryPoint(std::stringstream& ss, const std::initializer_list<const char*>& attributes,
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u32 num_color_outputs, u32 num_texcoord_outputs,
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const std::initializer_list<const char*>& additional_outputs);
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const std::initializer_list<const char*>& additional_outputs,
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bool declare_vertex_id = false);
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void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
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const std::initializer_list<const char*>& additional_inputs,
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bool declare_fragcoord = false, bool dual_color_output = false);
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