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52 lines
2.0 KiB
C++
52 lines
2.0 KiB
C++
#pragma once
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#include "gpu_hw.h"
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#include <sstream>
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#include <string>
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class GPU_HW_ShaderGen
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{
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public:
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enum class API
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{
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OpenGL,
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D3D11
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};
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public:
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GPU_HW_ShaderGen(API backend, u32 resolution_scale, bool true_color);
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~GPU_HW_ShaderGen();
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void Init(API backend, u32 resolution_scale, bool true_color);
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std::string GenerateBatchVertexShader(bool textured);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPU::TextureMode texture_mode,
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bool dithering);
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std::string GenerateBatchLineExpandGeometryShader();
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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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API m_backend;
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u32 m_resolution_scale;
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bool m_true_color;
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bool m_glsl;
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private:
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void WriteHeader(std::stringstream& ss);
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void DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members);
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void DeclareTexture(std::stringstream& ss, const char* name, u32 index);
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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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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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void WriteCommonFunctions(std::stringstream& ss);
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void WriteBatchUniformBuffer(std::stringstream& ss);
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};
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