dolphin/Source/Core/VideoBackends/Vulkan/PostProcessing.h
Stenzek 417a4ca206 Vulkan: Implement post-processing backend
No new features, just parity with OpenGL.
2017-04-25 14:27:02 +10:00

45 lines
1.1 KiB
C++

// Copyright 2017 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <string>
#include "VideoBackends/Vulkan/VulkanContext.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/VideoCommon.h"
namespace Vulkan
{
class Texture2D;
class VulkanPostProcessing : public PostProcessingShaderImplementation
{
public:
VulkanPostProcessing() = default;
~VulkanPostProcessing();
bool Initialize(const Texture2D* font_texture);
void BlitFromTexture(const TargetRectangle& dst, const TargetRectangle& src,
const Texture2D* src_tex, int src_layer, VkRenderPass render_pass);
void UpdateConfig();
private:
size_t CalculateUniformsSize() const;
void FillUniformBuffer(u8* buf, const TargetRectangle& src, const Texture2D* src_tex,
int src_layer);
bool CompileDefaultShader();
bool RecompileShader();
std::string GetGLSLUniformBlock() const;
const Texture2D* m_font_texture = nullptr;
VkShaderModule m_fragment_shader = VK_NULL_HANDLE;
VkShaderModule m_default_fragment_shader = VK_NULL_HANDLE;
};
} // namespace