GPU: Add wireframe rendering/overlay
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@ -157,7 +157,7 @@ private:
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void SetScissor();
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void MapBatchVertexPointer(u32 required_vertices);
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void UnmapBatchVertexPointer(u32 used_vertices);
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void DrawBatchVertices(BatchRenderMode render_mode, u32 base_vertex, u32 num_vertices);
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void DrawBatchVertices(BatchRenderMode render_mode, u32 num_vertices, u32 base_vertex);
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void ClearDisplay() override;
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void UpdateDisplay() override;
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@ -266,24 +266,22 @@ private:
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u32 m_resolution_scale = 1;
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u32 m_multisamples = 1;
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u32 m_max_resolution_scale = 1;
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bool m_true_color = true;
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union
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{
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BitField<u8, bool, 0, 1> m_supports_per_sample_shading;
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BitField<u8, bool, 1, 1> m_supports_dual_source_blend;
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BitField<u8, bool, 2, 1> m_supports_disable_color_perspective;
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BitField<u8, bool, 3, 1> m_per_sample_shading;
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BitField<u8, bool, 4, 1> m_scaled_dithering;
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BitField<u8, bool, 5, 1> m_chroma_smoothing;
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BitField<u8, bool, 6, 1> m_disable_color_perspective;
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BitField<u8, bool, 0, 1> m_supports_dual_source_blend;
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BitField<u8, bool, 1, 1> m_per_sample_shading;
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BitField<u8, bool, 2, 1> m_scaled_dithering;
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BitField<u8, bool, 3, 1> m_chroma_smoothing;
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BitField<u8, bool, 4, 1> m_disable_color_perspective;
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u8 bits = 0;
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};
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GPUTextureFilter m_texture_filtering = GPUTextureFilter::Nearest;
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GPUDownsampleMode m_downsample_mode = GPUDownsampleMode::Disabled;
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GPUWireframeMode m_wireframe_mode = GPUWireframeMode::Disabled;
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bool m_true_color = true;
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bool m_using_uv_limits = false;
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bool m_pgxp_depth_buffer = false;
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@ -298,6 +296,7 @@ private:
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// [depth_test][render_mode][texture_mode][transparency_mode][dithering][interlacing]
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DimensionalArray<std::unique_ptr<GPUPipeline>, 2, 2, 5, 9, 4, 3> m_batch_pipelines{};
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std::unique_ptr<GPUPipeline> m_wireframe_pipeline;
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// [wrapped][interlaced]
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DimensionalArray<std::unique_ptr<GPUPipeline>, 2, 2> m_vram_fill_pipelines{};
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