GPU/HW: Enable feedback loops for rendering

This commit is contained in:
Stenzek
2024-03-08 21:14:35 +10:00
parent 72ab669e70
commit 74f3c8d1aa
9 changed files with 322 additions and 218 deletions

View File

@@ -10,13 +10,14 @@ class GPU_HW_ShaderGen : public ShaderGen
public:
GPU_HW_ShaderGen(RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits,
bool pgxp_depth, bool disable_color_perspective, bool supports_dual_source_blend,
bool write_mask_as_depth, bool disable_color_perspective, bool supports_dual_source_blend,
bool supports_framebuffer_fetch, bool debanding);
~GPU_HW_ShaderGen();
std::string GenerateBatchVertexShader(bool textured);
std::string GenerateBatchVertexShader(bool textured, bool pgxp_depth);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
GPUTextureMode texture_mode, bool dithering, bool interlacing);
GPUTextureMode texture_mode, bool dithering, bool interlacing,
bool check_mask);
std::string GenerateWireframeGeometryShader();
std::string GenerateWireframeFragmentShader();
std::string GenerateVRAMReadFragmentShader();
@@ -48,7 +49,7 @@ private:
bool m_scaled_dithering;
GPUTextureFilter m_texture_filter;
bool m_uv_limits;
bool m_pgxp_depth;
bool m_write_mask_as_depth;
bool m_disable_color_perspective;
bool m_debanding;
};