duckstation

duckstation, but archived from the revision just before upstream changed it to a proprietary software project, this version is the libre one
git clone https://git.neptards.moe/u3shit/duckstation.git
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gpu_hw_shadergen.h (2721B)


      1 // SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
      2 // SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
      3 
      4 #pragma once
      5 
      6 #include "gpu_hw.h"
      7 
      8 #include "util/shadergen.h"
      9 
     10 class GPU_HW_ShaderGen : public ShaderGen
     11 {
     12 public:
     13   GPU_HW_ShaderGen(RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
     14                    bool true_color, bool scaled_dithering, bool write_mask_as_depth, bool disable_color_perspective,
     15                    bool supports_dual_source_blend, bool supports_framebuffer_fetch, bool debanding);
     16   ~GPU_HW_ShaderGen();
     17 
     18   std::string GenerateBatchVertexShader(bool textured, bool palette, bool uv_limits, bool force_round_texcoords,
     19                                         bool pgxp_depth);
     20   std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
     21                                           GPU_HW::BatchTextureMode texture_mode, GPUTextureFilter texture_filtering,
     22                                           bool uv_limits, bool force_round_texcoords, bool dithering, bool interlacing,
     23                                           bool check_mask, bool use_rov, bool use_rov_depth, bool rov_depth_test);
     24   std::string GenerateWireframeGeometryShader();
     25   std::string GenerateWireframeFragmentShader();
     26   std::string GenerateVRAMReadFragmentShader();
     27   std::string GenerateVRAMWriteFragmentShader(bool use_buffer, bool use_ssbo);
     28   std::string GenerateVRAMCopyFragmentShader();
     29   std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced);
     30   std::string GenerateVRAMUpdateDepthFragmentShader();
     31   std::string GenerateVRAMExtractFragmentShader(bool color_24bit, bool depth_buffer);
     32 
     33   std::string GenerateAdaptiveDownsampleVertexShader();
     34   std::string GenerateAdaptiveDownsampleMipFragmentShader(bool first_pass);
     35   std::string GenerateAdaptiveDownsampleBlurFragmentShader();
     36   std::string GenerateAdaptiveDownsampleCompositeFragmentShader();
     37   std::string GenerateBoxSampleDownsampleFragmentShader(u32 factor);
     38 
     39 private:
     40   ALWAYS_INLINE bool UsingMSAA() const { return m_multisamples > 1; }
     41   ALWAYS_INLINE bool UsingPerSampleShading() const { return m_multisamples > 1 && m_per_sample_shading; }
     42 
     43   void WriteCommonFunctions(std::stringstream& ss);
     44   void WriteBatchUniformBuffer(std::stringstream& ss);
     45   void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter);
     46   void WriteAdaptiveDownsampleUniformBuffer(std::stringstream& ss);
     47 
     48   u32 m_resolution_scale;
     49   u32 m_multisamples;
     50   bool m_per_sample_shading;
     51   bool m_true_color;
     52   bool m_scaled_dithering;
     53   bool m_write_mask_as_depth;
     54   bool m_disable_color_perspective;
     55   bool m_debanding;
     56 };