GPU/HW: Add framebuffer fetch blending path

This commit is contained in:
Stenzek
2023-09-20 20:47:42 +10:00
parent a456741ae6
commit ff17444074
17 changed files with 209 additions and 72 deletions

View File

@@ -10,12 +10,13 @@ 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 pgxp_depth, bool disable_color_perspective, bool supports_dual_source_blend,
bool supports_framebuffer_fetch);
~GPU_HW_ShaderGen();
std::string GenerateBatchVertexShader(bool textured);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPUTextureMode texture_mode,
bool dithering, bool interlacing);
std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
GPUTextureMode texture_mode, bool dithering, bool interlacing);
std::string GenerateDisplayFragmentShader(bool depth_24bit, GPU_HW::InterlacedRenderMode interlace_mode,
bool smooth_chroma);
std::string GenerateWireframeGeometryShader();