Rewrite host GPU abstraction
- Don't have to repeat the same thing for 4 renderers. - Add native Metal renderer.
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@@ -24,6 +24,7 @@ public:
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std::string GenerateVRAMFillFragmentShader(bool wrapped, bool interlaced);
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std::string GenerateVRAMUpdateDepthFragmentShader();
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std::string GenerateAdaptiveDownsampleVertexShader();
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std::string GenerateAdaptiveDownsampleMipFragmentShader(bool first_pass);
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std::string GenerateAdaptiveDownsampleBlurFragmentShader();
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std::string GenerateAdaptiveDownsampleCompositeFragmentShader();
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@@ -36,6 +37,7 @@ 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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void WriteAdaptiveDownsampleUniformBuffer(std::stringstream& ss);
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u32 m_resolution_scale;
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u32 m_multisamples;
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