GPU/HW: Add JINC2 and xBRZ texture filtering options
Shaders ported from beetle-psx.
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@ -8,7 +8,7 @@ class GPU_HW_ShaderGen
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{
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public:
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GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color, bool scaled_dithering,
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bool texture_filtering, bool uv_limits, bool supports_dual_source_blend);
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GPUTextureFilter texture_filtering, bool uv_limits, bool supports_dual_source_blend);
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~GPU_HW_ShaderGen();
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static bool UseGLSLBindingLayout();
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@ -45,12 +45,13 @@ private:
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void WriteCommonFunctions(std::stringstream& ss);
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void WriteBatchUniformBuffer(std::stringstream& ss);
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void WriteBatchTextureFilter(std::stringstream& ss, GPUTextureFilter texture_filter);
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HostDisplay::RenderAPI m_render_api;
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u32 m_resolution_scale;
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bool m_true_color;
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bool m_scaled_dithering;
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bool m_texture_filering;
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GPUTextureFilter m_texture_filter;
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bool m_uv_limits;
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bool m_glsl;
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bool m_supports_dual_source_blend;
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