dolphin/Source/Core/VideoCommon/PostProcessing.h

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// Copyright 2014 Dolphin Emulator Project
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// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include <memory>
#include <string>
#include <vector>
#include "Common/CommonTypes.h"
#include "Common/MathUtil.h"
#include "Common/Timer.h"
#include "VideoCommon/TextureConfig.h"
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class AbstractPipeline;
class AbstractShader;
class AbstractTexture;
namespace VideoCommon
{
class PostProcessingConfiguration
{
public:
struct ConfigurationOption
{
enum OptionType
{
OPTION_BOOL = 0,
OPTION_FLOAT,
OPTION_INTEGER,
};
bool m_bool_value;
std::vector<float> m_float_values;
std::vector<s32> m_integer_values;
std::vector<float> m_float_min_values;
std::vector<s32> m_integer_min_values;
std::vector<float> m_float_max_values;
std::vector<s32> m_integer_max_values;
std::vector<float> m_float_step_values;
std::vector<s32> m_integer_step_values;
OptionType m_type;
std::string m_gui_name;
std::string m_option_name;
std::string m_dependent_option;
bool m_dirty;
};
using ConfigMap = std::map<std::string, ConfigurationOption>;
PostProcessingConfiguration();
virtual ~PostProcessingConfiguration();
// Loads the configuration with a shader
// If the argument is "" the class will load the shader from the g_activeConfig option.
// Returns the loaded shader source from file
void LoadShader(const std::string& shader);
void LoadDefaultShader();
void SaveOptionsConfiguration();
const std::string& GetShader() const { return m_current_shader; }
const std::string& GetShaderCode() const { return m_current_shader_code; }
bool IsDirty() const { return m_any_options_dirty; }
void SetDirty(bool dirty) { m_any_options_dirty = dirty; }
bool HasOptions() const { return m_options.size() > 0; }
const ConfigMap& GetOptions() const { return m_options; }
ConfigMap& GetOptions() { return m_options; }
const ConfigurationOption& GetOption(const std::string& option) { return m_options[option]; }
// For updating option's values
void SetOptionf(const std::string& option, int index, float value);
void SetOptioni(const std::string& option, int index, s32 value);
void SetOptionb(const std::string& option, bool value);
private:
bool m_any_options_dirty = false;
std::string m_current_shader;
std::string m_current_shader_code;
ConfigMap m_options;
void LoadOptions(const std::string& code);
void LoadOptionsConfiguration();
};
class PostProcessing
{
public:
PostProcessing();
virtual ~PostProcessing();
static std::vector<std::string> GetShaderList();
static std::vector<std::string> GetPassiveShaderList();
static std::vector<std::string> GetAnaglyphShaderList();
PostProcessingConfiguration* GetConfig() { return &m_config; }
bool Initialize(AbstractTextureFormat format);
void RecompileShader();
void RecompilePipeline();
void BlitFromTexture(const MathUtil::Rectangle<int>& dst, const MathUtil::Rectangle<int>& src,
const AbstractTexture* src_tex, int src_layer);
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protected:
std::string GetUniformBufferHeader() const;
std::string GetHeader() const;
std::string GetFooter() const;
bool CompileVertexShader();
bool CompilePixelShader();
bool CompilePipeline();
size_t CalculateUniformsSize() const;
void FillUniformBuffer(const MathUtil::Rectangle<int>& src, const AbstractTexture* src_tex,
int src_layer);
// Timer for determining our time value
Common::Timer m_timer;
PostProcessingConfiguration m_config;
std::unique_ptr<AbstractShader> m_vertex_shader;
std::unique_ptr<AbstractShader> m_pixel_shader;
std::unique_ptr<AbstractPipeline> m_pipeline;
AbstractTextureFormat m_framebuffer_format = AbstractTextureFormat::Undefined;
std::vector<u8> m_uniform_staging_buffer;
};
} // namespace VideoCommon