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