ShaderGen: Split HW shadergen from base
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44
src/core/shadergen.h
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44
src/core/shadergen.h
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#pragma once
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#include "gpu_hw.h"
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#include "host_display.h"
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#include <sstream>
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#include <string>
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class ShaderGen
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{
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public:
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ShaderGen(HostDisplay::RenderAPI render_api, bool supports_dual_source_blend);
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~ShaderGen();
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static bool UseGLSLBindingLayout();
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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std::string GenerateCopyFragmentShader();
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protected:
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ALWAYS_INLINE bool IsVulkan() const { return (m_render_api == HostDisplay::RenderAPI::Vulkan); }
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void SetGLSLVersionString();
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void DefineMacro(std::stringstream& ss, const char* name, bool enabled);
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void WriteHeader(std::stringstream& ss);
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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);
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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<std::pair<const char*, const char*>>& additional_outputs,
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bool declare_vertex_id = false, const char* output_block_suffix = "");
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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<std::pair<const char*, const char*>>& additional_inputs,
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bool declare_fragcoord = false, u32 num_color_outputs = 1, bool depth_output = false);
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HostDisplay::RenderAPI m_render_api;
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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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bool m_use_glsl_binding_layout;
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std::string m_glsl_version_string;
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};
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