ppsspp/GPU/Common/PostShader.h
Henrik Rydgård 9e41fafd0d Move math and some file and data conversion files out from native to Common.
Buildfixing

Move some file util files

Buildfix

Move KeyMap.cpp/h to Core where they belong better.

libretro buildfix attempt

Move ini_file

More buildfixes
2020-10-04 09:12:46 +02:00

92 lines
2.8 KiB
C++

// 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 <string>
#include <vector>
#include "Common/Data/Format/IniFile.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.
std::string parent; // Parent shader ini section name.
std::string fragmentShaderFile;
std::string vertexShaderFile;
// Show this shader in lists (i.e. not just for chaining.)
bool visible;
// Run at output instead of input resolution
bool outputResolution;
// Use x1 rendering res + nearest screen scaling filter
bool isUpscalingFilter;
// Use 2x display resolution for supersampling with blurry shaders.
int SSAAFilterLevel;
// Force constant/max refresh for animated filters
bool requires60fps;
struct Setting {
std::string name;
float value;
float maxValue;
float minValue;
float step;
};
Setting settings[4];
// TODO: Add support for all kinds of fun options like mapping the depth buffer,
// SRGB texture reads, etc. prev shader?
bool operator == (const std::string &other) {
return name == other;
}
bool operator == (const ShaderInfo &other) {
return name == other.name;
}
};
struct TextureShaderInfo {
std::string iniFile;
std::string section;
std::string name;
std::string computeShaderFile;
bool operator == (const std::string &other) {
return name == other;
}
bool operator == (const TextureShaderInfo &other) {
return name == other.name;
}
};
void ReloadAllPostShaderInfo();
const ShaderInfo *GetPostShaderInfo(const std::string &name);
std::vector<const ShaderInfo *> GetPostShaderChain(const std::string &name);
std::vector<const ShaderInfo *> GetFullPostShadersChain(const std::vector<std::string> &names);
bool PostShaderChainRequires60FPS(const std::vector<const ShaderInfo *> &chain);
const std::vector<ShaderInfo> &GetAllPostShaderInfo();
const TextureShaderInfo *GetTextureShaderInfo(const std::string &name);
const std::vector<TextureShaderInfo> &GetAllTextureShaderInfo();