GPU/HW/OpenGL: Use geometry shaders for upscaled line rendering
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@@ -8,7 +8,7 @@ class GPU_HW_ShaderGen
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{
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public:
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GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color, bool scaled_dithering,
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bool texture_filtering, bool supports_dual_source_belnd);
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bool texture_filtering, bool supports_dual_source_blend);
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~GPU_HW_ShaderGen();
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std::string GenerateBatchVertexShader(bool textured);
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@@ -30,6 +30,7 @@ public:
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bool m_texture_filering;
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bool m_glsl;
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bool m_supports_dual_source_blend;
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bool m_use_glsl_interface_blocks;
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std::string m_glsl_version_string;
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@@ -41,10 +42,10 @@ 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<std::pair<const char*, 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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const std::initializer_list<std::pair<const char*, 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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