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// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <memory>
#include <string>
#include <string_view>
#include <vector>
#include <picojson.h>
#include "VideoCommon/AbstractTexture.h"
#include "VideoCommon/Assets/CustomAssetLibrary.h"
#include "VideoCommon/Assets/MaterialAsset.h"
#include "VideoCommon/Assets/ShaderAsset.h"
#include "VideoCommon/Assets/TextureAsset.h"
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModAction.h"
#include "VideoCommon/ShaderGenCommon.h"
class CustomPipelineAction final : public GraphicsModAction
{
public:
struct PipelinePassPassDescription
{
std::string m_pixel_material_asset;
};
static std::unique_ptr<CustomPipelineAction>
Create(const picojson::value& json_data,
std::shared_ptr<VideoCommon::CustomAssetLibrary> library);
CustomPipelineAction(std::shared_ptr<VideoCommon::CustomAssetLibrary> library,
std::vector<PipelinePassPassDescription> pass_descriptions);
~CustomPipelineAction();
void OnDrawStarted(GraphicsModActionData::DrawStarted*) override;
void OnTextureCreate(GraphicsModActionData::TextureCreate*) override;
private:
std::shared_ptr<VideoCommon::CustomAssetLibrary> m_library;
std::vector<PipelinePassPassDescription> m_passes_config;
struct PipelinePass
{
VideoCommon::CachedAsset<VideoCommon::MaterialAsset> m_pixel_material;
VideoCommon::CachedAsset<VideoCommon::PixelShaderAsset> m_pixel_shader;
std::vector<VideoCommon::CachedAsset<VideoCommon::GameTextureAsset>> m_game_textures;
};
std::vector<PipelinePass> m_passes;
ShaderCode m_last_generated_shader_code;
bool m_valid = true;
std::vector<std::string> m_texture_code_names;
};
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