GPU/HW: Support using ROV for accurate blending
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@@ -44,13 +44,15 @@ protected:
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void DefineMacro(std::stringstream& ss, const char* name, bool enabled);
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void DefineMacro(std::stringstream& ss, const char* name, s32 value);
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void WriteHeader(std::stringstream& ss);
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void WriteHeader(std::stringstream& ss, bool enable_rov = false);
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void WriteUniformBufferDeclaration(std::stringstream& ss, bool push_constant_on_vulkan);
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void DeclareUniformBuffer(std::stringstream& ss, const std::initializer_list<const char*>& members,
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bool push_constant_on_vulkan);
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void DeclareTexture(std::stringstream& ss, const char* name, u32 index, bool multisampled = false,
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bool is_int = false, bool is_unsigned = false);
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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 DeclareImage(std::stringstream& ss, const char* name, u32 index, bool is_float = false, bool is_int = false,
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bool is_unsigned = false);
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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<std::pair<const char*, const char*>>& additional_outputs,
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@@ -62,7 +64,7 @@ protected:
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bool declare_fragcoord = false, u32 num_color_outputs = 1, bool dual_source_output = false,
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bool depth_output = false, bool msaa = false, bool ssaa = false,
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bool declare_sample_id = false, bool noperspective_color = false,
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bool feedback_loop = false);
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bool feedback_loop = false, bool rov = false);
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RenderAPI m_render_api;
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GPUShaderLanguage m_shader_language;
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