PostProcessing: Use ShaderGen GLSL version string

This commit is contained in:
Stenzek
2024-04-28 14:40:35 +10:00
parent 295081fe62
commit 5d20f4514d
3 changed files with 21 additions and 17 deletions

View File

@ -1,10 +1,12 @@
// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
// SPDX-FileCopyrightText: 2019-2024 Connor McLaughlin <stenzek@gmail.com>
// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
#pragma once
#include "gpu_device.h"
#include "common/small_string.h"
#include <sstream>
#include <string>
@ -16,6 +18,10 @@ public:
static bool UseGLSLBindingLayout();
#ifdef ENABLE_OPENGL
static TinyString GetGLSLVersionString(RenderAPI render_api);
#endif
std::string GenerateScreenQuadVertexShader(float z = 0.0f);
std::string GenerateUVQuadVertexShader();
std::string GenerateFillFragmentShader();
@ -31,10 +37,6 @@ protected:
const char* GetInterpolationQualifier(bool interface_block, bool centroid_interpolation, bool sample_interpolation,
bool is_out) const;
#ifdef ENABLE_OPENGL
void SetGLSLVersionString();
#endif
void DefineMacro(std::stringstream& ss, const char* name, bool enabled);
void DefineMacro(std::stringstream& ss, const char* name, s32 value);
void WriteHeader(std::stringstream& ss);
@ -64,5 +66,5 @@ protected:
bool m_use_glsl_binding_layout;
bool m_has_uniform_buffer = false;
std::string m_glsl_version_string;
TinyString m_glsl_version_string;
};