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a10e8b1ef5
The parameter types will be different for each backend currently, anyway (e.g. textures/render passes/etc).
45 lines
984 B
C++
45 lines
984 B
C++
// Copyright 2008 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 <string>
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#include <unordered_map>
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#include "Common/GL/GLUtil.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/VideoCommon.h"
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namespace OGL
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{
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class OpenGLPostProcessing : public PostProcessingShaderImplementation
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{
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public:
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OpenGLPostProcessing();
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~OpenGLPostProcessing();
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void BlitFromTexture(TargetRectangle src, TargetRectangle dst, int src_texture, int src_width,
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int src_height, int layer);
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void ApplyShader();
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private:
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bool m_initialized;
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SHADER m_shader;
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GLuint m_uniform_resolution;
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GLuint m_uniform_src_rect;
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GLuint m_uniform_time;
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GLuint m_uniform_layer;
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std::string m_glsl_header;
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std::unordered_map<std::string, GLuint> m_uniform_bindings;
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void CreateHeader();
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std::string LoadShaderOptions();
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};
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} // namespace
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