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// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <string>
#include <unordered_map>
#include "Common/GL/GLUtil.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"
#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/VideoCommon.h"
namespace OGL
{
class OpenGLPostProcessing : public PostProcessingShaderImplementation
{
public:
OpenGLPostProcessing();
~OpenGLPostProcessing();
void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height, int layer) override;
void ApplyShader() override;
private:
bool m_initialized;
SHADER m_shader;
GLuint m_uniform_resolution;
GLuint m_uniform_src_rect;
GLuint m_uniform_time;
GLuint m_uniform_layer;
std::string m_glsl_header;
std::unordered_map<std::string, GLuint> m_uniform_bindings;
void CreateHeader();
std::string LoadShaderOptions(const std::string& code);
};
} // namespace
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