GPU/HW: Add framebuffer fetch blending path
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@@ -10,12 +10,13 @@ class GPU_HW_ShaderGen : public ShaderGen
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public:
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GPU_HW_ShaderGen(RenderAPI render_api, u32 resolution_scale, u32 multisamples, bool per_sample_shading,
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bool true_color, bool scaled_dithering, GPUTextureFilter texture_filtering, bool uv_limits,
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bool pgxp_depth, bool disable_color_perspective, bool supports_dual_source_blend);
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bool pgxp_depth, bool disable_color_perspective, bool supports_dual_source_blend,
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bool supports_framebuffer_fetch);
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~GPU_HW_ShaderGen();
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std::string GenerateBatchVertexShader(bool textured);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode transparency, GPUTextureMode texture_mode,
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bool dithering, bool interlacing);
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std::string GenerateBatchFragmentShader(GPU_HW::BatchRenderMode render_mode, GPUTransparencyMode transparency,
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GPUTextureMode texture_mode, bool dithering, bool interlacing);
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std::string GenerateDisplayFragmentShader(bool depth_24bit, GPU_HW::InterlacedRenderMode interlace_mode,
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bool smooth_chroma);
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std::string GenerateWireframeGeometryShader();
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