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63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
#pragma once
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#include "gpu.h"
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#include <sstream>
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#include <string>
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#include <vector>
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class GPU_HW : public GPU
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{
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public:
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GPU_HW();
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virtual ~GPU_HW();
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protected:
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struct HWVertex
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{
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s32 x;
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s32 y;
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u32 color;
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u16 texcoord;
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u16 padding;
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static constexpr std::tuple<u8, u8> DecodeTexcoord(u16 texcoord)
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{
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return std::make_tuple(static_cast<u8>(texcoord), static_cast<u8>(texcoord >> 8));
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}
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static constexpr u16 EncodeTexcoord(u8 x, u8 y) { return ZeroExtend16(x) | (ZeroExtend16(y) << 8); }
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};
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static constexpr u32 VERTEX_BUFFER_SIZE = 1 * 1024 * 1024;
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static constexpr u32 MAX_BATCH_VERTEX_COUNT = VERTEX_BUFFER_SIZE / sizeof(HWVertex);
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static constexpr std::tuple<float, float, float, float> RGBA8ToFloat(u32 rgba)
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{
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return std::make_tuple(static_cast<float>(rgba & UINT32_C(0xFF)) * (1.0f / 255.0f),
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static_cast<float>((rgba >> 16) & UINT32_C(0xFF)) * (1.0f / 255.0f),
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static_cast<float>((rgba >> 8) & UINT32_C(0xFF)) * (1.0f / 255.0f),
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static_cast<float>(rgba >> 24) * (1.0f / 255.0f));
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}
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virtual void UpdateTexturePageTexture();
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bool IsFlushed() const { return !m_batch_vertices.empty(); }
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void DispatchRenderCommand(RenderCommand rc, u32 num_vertices) override;
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void CalcViewport(int* x, int* y, int* width, int* height);
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void CalcScissorRect(int* left, int* top, int* right, int* bottom);
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std::string GenerateVertexShader(bool textured);
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std::string GenerateFragmentShader(bool textured, bool blending);
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateTexturePageFragmentShader(TextureColorMode mode);
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std::string GenerateFillFragmentShader();
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std::vector<HWVertex> m_batch_vertices;
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RenderCommand m_batch_command = {};
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private:
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void GenerateShaderHeader(std::stringstream& ss);
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void LoadVertices(RenderCommand rc, u32 num_vertices);
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};
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