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								// Copyright (C) 2003 Dolphin Project.
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								// This program is free software: you can redistribute it and/or modify
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								// it under the terms of the GNU General Public License as published by
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								// the Free Software Foundation, version 2.0.
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								// This program is distributed in the hope that it will be useful,
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								// but WITHOUT ANY WARRANTY; without even the implied warranty of
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								// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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								// GNU General Public License 2.0 for more details.
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								// A copy of the GPL 2.0 should have been included with the program.
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								// If not, see http://www.gnu.org/licenses/
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								// Official SVN repository and contact information can be found at
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								// http://code.google.com/p/dolphin-emu/
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								#include "FileUtil.h"
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								#include "VideoCommon.h"
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								#include "VideoConfig.h"
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								#include "GLUtil.h"
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								#include "PostProcessing.h"
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								#include "ProgramShaderCache.h"
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											2011-01-29 20:16:51 +00:00
										 
									 
								 
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								namespace OGL
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								{
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								namespace PostProcessing
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								{
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								static std::string s_currentShader;
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								static SHADER s_shader;
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								void Init()
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								{
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									s_currentShader = "";
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								}
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								void Shutdown()
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								{
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									s_shader.Destroy();
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								}
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								void ReloadShader()
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								{
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									s_currentShader = "";
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								}
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								bool ApplyShader()
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								{
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									if (s_currentShader != File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".txt")
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									{
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										// Set immediately to prevent endless recompiles on failure.
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										if (!g_ActiveConfig.sPostProcessingShader.empty())
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											s_currentShader = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".txt";
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										else
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											s_currentShader.clear();
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										s_shader.Destroy();
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										if (!s_currentShader.empty())
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										{
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											std::string code;
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											if (File::ReadFileToString(true, s_currentShader.c_str(), code))
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											{
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												//if (!ProgramShaderCache::CompileShader(s_shader, "#version130\n...", code.c_str()))
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												//{
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												//	ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
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												//}
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											}
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											else 
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											{
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												ERROR_LOG(VIDEO, "Failed to load post-processing shader %s - does not exist?", s_currentShader.c_str());
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											}
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										}
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									}
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									// TODO: Convert PP shaders to GLSL
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									if (s_shader.glprogid != 0)
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									{
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										s_shader.Bind();
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										return true;
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									}
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									else
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									{
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										return false;
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									}
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								}
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								}  // namespace
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											2011-01-29 22:48:33 +00:00
										 
									 
								 
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								}  // namespace OGL
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