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// Copyright 2014 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.
#pragma once
#include <map>
#include <string>
#include <vector>
#include "Common/StringUtil.h"
#include "Common/Timer.h"
#include "VideoCommon/VideoCommon.h"
class PostProcessingShaderConfiguration
{
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;
};
typedef std::map<std::string, ConfigurationOption> ConfigMap;
PostProcessingShaderConfiguration() : m_current_shader("") {}
virtual ~PostProcessingShaderConfiguration() {}
// 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
std::string LoadShader(std::string shader = "");
void SaveOptionsConfiguration();
void ReloadShader();
std::string GetShader() { return m_current_shader; }
bool IsDirty() { return m_any_options_dirty; }
void SetDirty(bool dirty) { m_any_options_dirty = dirty; }
bool HasOptions() { return m_options.size() > 0; }
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;
std::string m_current_shader;
ConfigMap m_options;
void LoadOptions(const std::string& code);
void LoadOptionsConfiguration();
};
class PostProcessingShaderImplementation
{
public:
PostProcessingShaderImplementation();
virtual ~PostProcessingShaderImplementation();
PostProcessingShaderConfiguration* GetConfig() { return &m_config; }
// Should be implemented by the backends for backend specific code
virtual void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
int src_texture, int src_width, int src_height, int layer = 0) = 0;
virtual void ApplyShader() = 0;
protected:
// Timer for determining our time value
Common::Timer m_timer;
PostProcessingShaderConfiguration m_config;
};
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