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https://github.com/dolphin-emu/dolphin.git
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c86d2e5129
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3898 8ced0084-cf51-0410-be5f-012b33b47a6e
90 lines
2.1 KiB
C++
90 lines
2.1 KiB
C++
// Copyright (C) 2003 Dolphin Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "VideoCommon.h"
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#include "FileUtil.h"
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#include "Config.h"
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#include "GLUtil.h"
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#include "PostProcessing.h"
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#include "PixelShaderCache.h"
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namespace PostProcessing
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{
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static std::string s_currentShader;
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static FRAGMENTSHADER s_shader;
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void Init()
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{
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s_currentShader = "";
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}
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void Shutdown()
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{
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s_shader.Destroy();
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}
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void ReloadShader()
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{
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s_currentShader = "";
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}
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bool ApplyShader()
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{
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if (s_currentShader != "User/Shaders/" + g_Config.sPostProcessingShader + ".txt")
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{
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// Set immediately to prevent endless recompiles on failure.
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if (!g_Config.sPostProcessingShader.empty())
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s_currentShader = "User/Shaders/" + g_Config.sPostProcessingShader + ".txt";
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else
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s_currentShader.clear();
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s_shader.Destroy();
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if (!s_currentShader.empty())
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{
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std::string code;
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if (File::ReadFileToString(true, s_currentShader.c_str(), code))
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{
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if (!PixelShaderCache::CompilePixelShader(s_shader, code.c_str()))
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{
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ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
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}
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}
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else
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{
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ERROR_LOG(VIDEO, "Failed to load post-processing shader %s - does not exist?", s_currentShader.c_str());
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}
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}
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}
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if (s_shader.glprogid != 0)
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{
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glEnable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_shader.glprogid);
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return true;
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}
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else
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{
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glDisable(GL_FRAGMENT_PROGRAM_ARB);
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glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, 0);
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return false;
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}
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}
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} // namespace
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