// Copyright (c) 2013- PPSSPP Project. // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, version 2.0 or later versions. // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License 2.0 for more details. // A copy of the GPL 2.0 should have been included with the program. // If not, see http://www.gnu.org/licenses/ // Official git repository and contact information can be found at // https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/. // Postprocessing shader manager // For FXAA, "Natural", bloom, B&W, cross processing and whatnot. #include #include #include "file/ini_file.h" struct ShaderInfo { std::string iniFile; // which ini file was this definition in? So we can write settings back later std::string section; // ini file section. This is saved. std::string name; // Fancy display name. TODO: Not using yet. std::string fragmentShaderFile; std::string vertexShaderFile; // Run at output instead of input resolution bool outputResolution; // Use x1 rendering res + nearest screen scaling filter bool isUpscalingFilter; // TODO: Add support for all kinds of fun options like mapping the depth buffer, // SRGB texture reads, multiple shaders chained, etc. bool operator == (const std::string &other) { return name == other; } }; const ShaderInfo *GetPostShaderInfo(std::string name); const std::vector &GetAllPostShaderInfo();