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6bdc32c54a
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.
105 lines
2.6 KiB
C++
105 lines
2.6 KiB
C++
// Copyright 2013 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 <map>
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#include <string>
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#include <vector>
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#include "Common/StringUtil.h"
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#include "Common/Timer.h"
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class PostProcessingShaderConfiguration
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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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typedef std::map<std::string, ConfigurationOption> ConfigMap;
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PostProcessingShaderConfiguration() : m_current_shader("") {}
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virtual ~PostProcessingShaderConfiguration() {}
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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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std::string LoadShader(std::string shader = "");
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void SaveOptionsConfiguration();
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void ReloadShader();
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std::string GetShader() { return m_current_shader; }
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bool IsDirty() { return m_any_options_dirty; }
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void SetDirty(bool dirty) { m_any_options_dirty = dirty; }
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bool HasOptions() { return m_options.size() > 0; }
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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(std::string option, int index, float value);
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void SetOptioni(std::string option, int index, s32 value);
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void SetOptionb(std::string option, bool value);
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private:
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bool m_any_options_dirty;
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std::string m_current_shader;
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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 PostProcessingShaderImplementation
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{
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public:
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PostProcessingShaderImplementation();
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virtual ~PostProcessingShaderImplementation();
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PostProcessingShaderConfiguration* GetConfig() { return &m_config; }
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// Should be implemented by the backends for backend specific code
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virtual void BindTargetFramebuffer() = 0;
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virtual void BlitToScreen() = 0;
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virtual void Update(u32 width, u32 height) = 0;
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virtual void ApplyShader() = 0;
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protected:
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bool m_enable;
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u32 m_width;
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u32 m_height;
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// Timer for determining our time value
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Common::Timer m_timer;
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PostProcessingShaderConfiguration m_config;
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};
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