forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			97 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			97 lines
		
	
	
		
			2.8 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// 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, int src_texture,
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                               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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