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// Copyright 2014 Dolphin Emulator Project
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2015-05-17 17:08:10 -06:00
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// Licensed under GPLv2+
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2014-07-29 10:47:56 -06:00
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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 <memory>
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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/MathUtil.h"
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#include "Common/Timer.h"
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#include "VideoCommon/TextureConfig.h"
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class AbstractPipeline;
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class AbstractShader;
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class AbstractTexture;
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namespace VideoCommon
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{
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class PostProcessingConfiguration
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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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using ConfigMap = std::map<std::string, ConfigurationOption>;
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PostProcessingConfiguration();
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virtual ~PostProcessingConfiguration();
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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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void LoadShader(const std::string& shader);
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void LoadDefaultShader();
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void SaveOptionsConfiguration();
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const std::string& GetShader() const { return m_current_shader; }
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const std::string& GetShaderCode() const { return m_current_shader_code; }
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bool IsDirty() const { return m_any_options_dirty; }
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void SetDirty(bool dirty) { m_any_options_dirty = dirty; }
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bool HasOptions() const { return m_options.size() > 0; }
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const ConfigMap& GetOptions() const { return m_options; }
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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 = false;
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std::string m_current_shader;
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std::string m_current_shader_code;
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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 PostProcessing
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{
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public:
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PostProcessing();
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virtual ~PostProcessing();
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static std::vector<std::string> GetShaderList();
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static std::vector<std::string> GetPassiveShaderList();
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static std::vector<std::string> GetAnaglyphShaderList();
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PostProcessingConfiguration* GetConfig() { return &m_config; }
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bool Initialize(AbstractTextureFormat format);
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void RecompileShader();
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void RecompilePipeline();
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void BlitFromTexture(const MathUtil::Rectangle<int>& dst, const MathUtil::Rectangle<int>& src,
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const AbstractTexture* src_tex, int src_layer);
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protected:
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std::string GetUniformBufferHeader() const;
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std::string GetHeader() const;
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std::string GetFooter() const;
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bool CompileVertexShader();
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bool CompilePixelShader();
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bool CompilePipeline();
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size_t CalculateUniformsSize() const;
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void FillUniformBuffer(const MathUtil::Rectangle<int>& src, const AbstractTexture* src_tex,
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int src_layer);
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// Timer for determining our time value
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Common::Timer m_timer;
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PostProcessingConfiguration m_config;
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std::unique_ptr<AbstractShader> m_vertex_shader;
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std::unique_ptr<AbstractShader> m_pixel_shader;
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std::unique_ptr<AbstractPipeline> m_pipeline;
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AbstractTextureFormat m_framebuffer_format = AbstractTextureFormat::Undefined;
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std::vector<u8> m_uniform_staging_buffer;
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};
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} // namespace VideoCommon
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