forked from dolphin-emu/dolphin
		
	
		
			
				
	
	
		
			274 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			274 lines
		
	
	
		
			8.7 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
// Copyright 2009 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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#include "Common/Common.h"
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#include "Common/CommonPaths.h"
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#include "Common/FileUtil.h"
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#include "Common/StringUtil.h"
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/FramebufferManager.h"
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#include "VideoBackends/OGL/PostProcessing.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoBackends/OGL/SamplerCache.h"
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#include "VideoCommon/DriverDetails.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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namespace OGL
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{
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static const char s_vertex_shader[] = "out vec2 uv0;\n"
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                                      "uniform vec4 src_rect;\n"
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                                      "void main(void) {\n"
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                                      "	vec2 rawpos = vec2(gl_VertexID&1, gl_VertexID&2);\n"
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                                      "	gl_Position = vec4(rawpos*2.0-1.0, 0.0, 1.0);\n"
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                                      "	uv0 = rawpos * src_rect.zw + src_rect.xy;\n"
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                                      "}\n";
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OpenGLPostProcessing::OpenGLPostProcessing() : m_initialized(false)
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{
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  CreateHeader();
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}
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OpenGLPostProcessing::~OpenGLPostProcessing()
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{
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  m_shader.Destroy();
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}
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void OpenGLPostProcessing::BlitFromTexture(TargetRectangle src, TargetRectangle dst,
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                                           int src_texture, int src_width, int src_height,
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                                           int layer)
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{
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  ApplyShader();
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  glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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  glViewport(dst.left, dst.bottom, dst.GetWidth(), dst.GetHeight());
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  OpenGL_BindAttributelessVAO();
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  m_shader.Bind();
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  glUniform4f(m_uniform_resolution, (float)src_width, (float)src_height, 1.0f / (float)src_width,
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              1.0f / (float)src_height);
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  glUniform4f(m_uniform_src_rect, src.left / (float)src_width, src.bottom / (float)src_height,
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              src.GetWidth() / (float)src_width, src.GetHeight() / (float)src_height);
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  glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed());
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  glUniform1i(m_uniform_layer, layer);
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  if (m_config.IsDirty())
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  {
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    for (auto& it : m_config.GetOptions())
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    {
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      if (it.second.m_dirty)
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      {
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        switch (it.second.m_type)
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        {
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        case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL:
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          glUniform1i(m_uniform_bindings[it.first], it.second.m_bool_value);
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          break;
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        case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER:
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          switch (it.second.m_integer_values.size())
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          {
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          case 1:
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            glUniform1i(m_uniform_bindings[it.first], it.second.m_integer_values[0]);
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            break;
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          case 2:
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            glUniform2i(m_uniform_bindings[it.first], it.second.m_integer_values[0],
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                        it.second.m_integer_values[1]);
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            break;
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          case 3:
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            glUniform3i(m_uniform_bindings[it.first], it.second.m_integer_values[0],
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                        it.second.m_integer_values[1], it.second.m_integer_values[2]);
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            break;
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          case 4:
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            glUniform4i(m_uniform_bindings[it.first], it.second.m_integer_values[0],
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                        it.second.m_integer_values[1], it.second.m_integer_values[2],
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                        it.second.m_integer_values[3]);
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            break;
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          }
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          break;
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        case PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT:
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          switch (it.second.m_float_values.size())
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          {
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          case 1:
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            glUniform1f(m_uniform_bindings[it.first], it.second.m_float_values[0]);
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            break;
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          case 2:
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            glUniform2f(m_uniform_bindings[it.first], it.second.m_float_values[0],
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                        it.second.m_float_values[1]);
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            break;
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          case 3:
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            glUniform3f(m_uniform_bindings[it.first], it.second.m_float_values[0],
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                        it.second.m_float_values[1], it.second.m_float_values[2]);
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            break;
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          case 4:
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            glUniform4f(m_uniform_bindings[it.first], it.second.m_float_values[0],
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                        it.second.m_float_values[1], it.second.m_float_values[2],
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                        it.second.m_float_values[3]);
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            break;
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          }
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          break;
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        }
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        it.second.m_dirty = false;
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      }
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    }
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    m_config.SetDirty(false);
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  }
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  glActiveTexture(GL_TEXTURE9);
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  glBindTexture(GL_TEXTURE_2D_ARRAY, src_texture);
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  g_sampler_cache->BindLinearSampler(9);
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  glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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}
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void OpenGLPostProcessing::ApplyShader()
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{
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  // shader didn't changed
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  if (m_initialized && m_config.GetShader() == g_ActiveConfig.sPostProcessingShader)
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    return;
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  m_shader.Destroy();
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  m_uniform_bindings.clear();
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  // load shader code
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  std::string code = m_config.LoadShader();
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  code = LoadShaderOptions(code);
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  // and compile it
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  if (!ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code))
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  {
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    ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", m_config.GetShader().c_str());
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    g_ActiveConfig.sPostProcessingShader.clear();
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    code = m_config.LoadShader();
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    ProgramShaderCache::CompileShader(m_shader, s_vertex_shader, code);
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  }
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  // read uniform locations
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  m_uniform_resolution = glGetUniformLocation(m_shader.glprogid, "resolution");
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  m_uniform_time = glGetUniformLocation(m_shader.glprogid, "time");
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  m_uniform_src_rect = glGetUniformLocation(m_shader.glprogid, "src_rect");
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  m_uniform_layer = glGetUniformLocation(m_shader.glprogid, "layer");
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  for (const auto& it : m_config.GetOptions())
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  {
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    std::string glsl_name = "option_" + it.first;
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    m_uniform_bindings[it.first] = glGetUniformLocation(m_shader.glprogid, glsl_name.c_str());
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  }
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  m_initialized = true;
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}
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void OpenGLPostProcessing::CreateHeader()
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{
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  m_glsl_header =
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      // Required variables
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      // Shouldn't be accessed directly by the PP shader
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      // Texture sampler
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      "SAMPLER_BINDING(8) uniform sampler2D samp8;\n"
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      "SAMPLER_BINDING(9) uniform sampler2DArray samp9;\n"
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      // Output variable
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      "out float4 ocol0;\n"
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      // Input coordinates
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      "in float2 uv0;\n"
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      // Resolution
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      "uniform float4 resolution;\n"
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      // Time
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      "uniform uint time;\n"
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      // Layer
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      "uniform int layer;\n"
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      // Interfacing functions
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      "float4 Sample()\n"
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      "{\n"
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      "\treturn texture(samp9, float3(uv0, layer));\n"
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      "}\n"
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      "float4 SampleLocation(float2 location)\n"
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      "{\n"
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      "\treturn texture(samp9, float3(location, layer));\n"
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      "}\n"
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      "float4 SampleLayer(int layer)\n"
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      "{\n"
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      "\treturn texture(samp9, float3(uv0, layer));\n"
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      "}\n"
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      "#define SampleOffset(offset) textureOffset(samp9, float3(uv0, layer), offset)\n"
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      "float4 SampleFontLocation(float2 location)\n"
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      "{\n"
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      "\treturn texture(samp8, location);\n"
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      "}\n"
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      "float2 GetResolution()\n"
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      "{\n"
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      "\treturn resolution.xy;\n"
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      "}\n"
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      "float2 GetInvResolution()\n"
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      "{\n"
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      "\treturn resolution.zw;\n"
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      "}\n"
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      "float2 GetCoordinates()\n"
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      "{\n"
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      "\treturn uv0;\n"
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      "}\n"
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      "uint GetTime()\n"
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      "{\n"
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      "\treturn time;\n"
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      "}\n"
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      "void SetOutput(float4 color)\n"
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      "{\n"
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      "\tocol0 = color;\n"
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      "}\n"
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      "#define GetOption(x) (option_##x)\n"
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      "#define OptionEnabled(x) (option_##x != 0)\n";
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}
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std::string OpenGLPostProcessing::LoadShaderOptions(const std::string& code)
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{
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  std::string glsl_options = "";
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  m_uniform_bindings.clear();
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  for (const auto& it : m_config.GetOptions())
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  {
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    if (it.second.m_type ==
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        PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_BOOL)
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    {
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      glsl_options += StringFromFormat("uniform int     option_%s;\n", it.first.c_str());
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    }
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    else if (it.second.m_type ==
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             PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_INTEGER)
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    {
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      u32 count = static_cast<u32>(it.second.m_integer_values.size());
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      if (count == 1)
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        glsl_options += StringFromFormat("uniform int     option_%s;\n", it.first.c_str());
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      else
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        glsl_options += StringFromFormat("uniform int%d   option_%s;\n", count, it.first.c_str());
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    }
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    else if (it.second.m_type ==
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             PostProcessingShaderConfiguration::ConfigurationOption::OptionType::OPTION_FLOAT)
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    {
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      u32 count = static_cast<u32>(it.second.m_float_values.size());
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      if (count == 1)
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        glsl_options += StringFromFormat("uniform float   option_%s;\n", it.first.c_str());
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      else
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        glsl_options += StringFromFormat("uniform float%d option_%s;\n", count, it.first.c_str());
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    }
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    m_uniform_bindings[it.first] = 0;
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  }
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  return m_glsl_header + glsl_options + code;
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}
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}  // namespace OGL
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