ShaderGen: Support multiple render target output

This commit is contained in:
Stenzek
2024-03-24 22:29:21 +10:00
parent 80d1056ddf
commit 1cb3e6bd49
4 changed files with 37 additions and 32 deletions

View File

@ -56,11 +56,13 @@ protected:
const std::initializer_list<std::pair<const char*, const char*>>& additional_outputs,
bool declare_vertex_id = false, const char* output_block_suffix = "", bool msaa = false,
bool ssaa = false, bool noperspective_color = false);
void DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs,
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false,
bool msaa = false, bool ssaa = false, bool declare_sample_id = false,
bool noperspective_color = false, bool feedback_loop = false);
void
DeclareFragmentEntryPoint(std::stringstream& ss, u32 num_color_inputs, u32 num_texcoord_inputs,
const std::initializer_list<std::pair<const char*, const char*>>& additional_inputs = {},
bool declare_fragcoord = false, u32 num_color_outputs = 1, bool dual_source_output = false,
bool depth_output = false, bool msaa = false, bool ssaa = false,
bool declare_sample_id = false, bool noperspective_color = false,
bool feedback_loop = false);
RenderAPI m_render_api;
GPUShaderLanguage m_shader_language;