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Add the VideoCommon PostProcessing class.
This class loads all the common PP shader configuration options and passes those options through to a inherited class that OpenGL or D3D will have. Makes it so all the common code for PP shaders is in VideoCommon instead of duplicating the code across each backend.
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@ -40,14 +40,13 @@ static char s_vertex_shader[] =
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void Init()
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{
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s_currentShader = "";
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s_enable = 0;
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s_width = 0;
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s_height = 0;
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m_enable = false;
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m_width = 0;
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m_height = 0;
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glGenFramebuffers(1, &s_fbo);
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glGenTextures(1, &s_texture);
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glBindTexture(GL_TEXTURE_2D, s_texture);
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glGenFramebuffers(1, &m_fbo);
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glGenTextures(1, &m_texture);
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glBindTexture(GL_TEXTURE_2D, m_texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); // disable mipmaps
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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@ -59,7 +58,7 @@ void Init()
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void Shutdown()
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{
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s_shader.Destroy();
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m_shader.Destroy();
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glDeleteFramebuffers(1, &s_fbo);
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glDeleteTextures(1, &s_texture);
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@ -84,6 +83,9 @@ void BlitToScreen()
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s_shader.Bind();
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glUniform4f(m_uniform_resolution, (float)m_width, (float)m_height, 1.0f/(float)m_width, 1.0f/(float)m_height);
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glUniform1ui(m_uniform_time, (GLuint)m_timer.GetTimeElapsed());
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glUniform4f(s_uniform_resolution, (float)s_width, (float)s_height, 1.0f/(float)s_width, 1.0f/(float)s_height);
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glActiveTexture(GL_TEXTURE0+9);
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@ -145,10 +147,82 @@ void ApplyShader()
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}
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// read uniform locations
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s_uniform_resolution = glGetUniformLocation(s_shader.glprogid, "resolution");
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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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for (const auto& it : m_options)
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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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// successful
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s_enable = true;
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m_enable = 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 sampler2D 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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// Interfacing functions
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"float4 Sample()\n"
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"{\n"
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"\treturn texture(samp9, uv0);\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, location);\n"
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"}\n"
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"#define SampleOffset(offset) textureOffset(samp9, uv0, 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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} // namespace
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