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								// Copyright 2014 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include <map>
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								#include <string>
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								#include <vector>
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								#include "Common/CommonTypes.h"
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								#include "Common/Timer.h"
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								#include "VideoCommon/VideoCommon.h"
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								class PostProcessingShaderConfiguration
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								{
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								public:
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									struct ConfigurationOption
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									{
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										enum OptionType
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										{
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											OPTION_BOOL = 0,
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											OPTION_FLOAT,
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											OPTION_INTEGER,
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										};
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										bool m_bool_value;
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										std::vector<float> m_float_values;
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										std::vector<s32> m_integer_values;
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										std::vector<float> m_float_min_values;
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										std::vector<s32> m_integer_min_values;
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										std::vector<float> m_float_max_values;
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										std::vector<s32> m_integer_max_values;
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										std::vector<float> m_float_step_values;
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										std::vector<s32> m_integer_step_values;
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										OptionType m_type;
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										std::string m_gui_name;
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										std::string m_option_name;
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										std::string m_dependent_option;
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										bool m_dirty;
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									};
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									typedef std::map<std::string, ConfigurationOption> ConfigMap;
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									PostProcessingShaderConfiguration() : m_current_shader("") {}
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									virtual ~PostProcessingShaderConfiguration() {}
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									// Loads the configuration with a shader
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									// If the argument is "" the class will load the shader from the g_activeConfig option.
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									// Returns the loaded shader source from file
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									std::string LoadShader(std::string shader = "");
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									void SaveOptionsConfiguration();
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									void ReloadShader();
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									std::string GetShader() { return m_current_shader; }
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									bool IsDirty() { return m_any_options_dirty; }
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									void SetDirty(bool dirty) { m_any_options_dirty = dirty; }
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									bool HasOptions() { return m_options.size() > 0; }
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									ConfigMap& GetOptions() { return m_options; }
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									const ConfigurationOption& GetOption(const std::string& option) { return m_options[option]; }
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									// For updating option's values
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									void SetOptionf(const std::string& option, int index, float value);
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									void SetOptioni(const std::string& option, int index, s32 value);
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									void SetOptionb(const std::string& option, bool value);
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								private:
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									bool m_any_options_dirty;
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									std::string m_current_shader;
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									ConfigMap m_options;
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									void LoadOptions(const std::string& code);
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									void LoadOptionsConfiguration();
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								};
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								class PostProcessingShaderImplementation
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								{
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								public:
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									PostProcessingShaderImplementation();
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									virtual ~PostProcessingShaderImplementation();
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									PostProcessingShaderConfiguration* GetConfig() { return &m_config; }
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									// Should be implemented by the backends for backend specific code
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									virtual void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
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									                             int src_texture, int src_width, int src_height, int layer = 0) = 0;
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									virtual void ApplyShader() = 0;
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								protected:
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									// Timer for determining our time value
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									Common::Timer m_timer;
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									PostProcessingShaderConfiguration m_config;
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								};
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