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VideoCommon: add logic to handle a GraphicsMod while Dolphin is running
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// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include <list>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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#include "VideoCommon/GraphicsModSystem/Runtime/FBInfo.h"
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModAction.h"
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#include "VideoCommon/TextureInfo.h"
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#include "VideoCommon/XFMemory.h"
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class GraphicsModGroupConfig;
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class GraphicsModManager
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{
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public:
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const std::vector<GraphicsModAction*>& GetProjectionActions(ProjectionType projection_type) const;
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const std::vector<GraphicsModAction*>&
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GetProjectionTextureActions(ProjectionType projection_type,
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const std::string& texture_name) const;
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const std::vector<GraphicsModAction*>&
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GetDrawStartedActions(const std::string& texture_name) const;
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const std::vector<GraphicsModAction*>&
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GetTextureLoadActions(const std::string& texture_name) const;
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const std::vector<GraphicsModAction*>& GetEFBActions(const FBInfo& efb) const;
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const std::vector<GraphicsModAction*>& GetXFBActions(const FBInfo& xfb) const;
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void Load(const GraphicsModGroupConfig& config);
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void EndOfFrame();
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private:
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void Reset();
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class DecoratedAction;
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static inline const std::vector<GraphicsModAction*> m_default = {};
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std::list<std::unique_ptr<GraphicsModAction>> m_actions;
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std::unordered_map<ProjectionType, std::vector<GraphicsModAction*>>
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m_projection_target_to_actions;
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std::unordered_map<std::string, std::vector<GraphicsModAction*>>
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m_projection_texture_target_to_actions;
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std::unordered_map<std::string, std::vector<GraphicsModAction*>> m_draw_started_target_to_actions;
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std::unordered_map<std::string, std::vector<GraphicsModAction*>> m_load_target_to_actions;
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std::unordered_map<FBInfo, std::vector<GraphicsModAction*>, FBInfoHasher> m_efb_target_to_actions;
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std::unordered_map<FBInfo, std::vector<GraphicsModAction*>, FBInfoHasher> m_xfb_target_to_actions;
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std::unordered_set<std::string> m_groups;
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};
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