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Both fed user-written GLSL to the backends at runtime, which the move to bytecode emitted straight from the shader generators leaves no compiler for. The frontend's own shader pipeline covers post-processing. The presentation pass keeps a plain copy and the built-in correction shader for output resampling, colour space and gamma correction and HDR scaling, now compiled in rather than loaded from Sys/Shaders. The graphics-mod system keeps its draw, EFB, projection and texture actions; custom pipelines, materials, shader, mesh and sampler assets, the custom constant buffers in every backend and the two mods built on them are gone, along with the shader generators' custom-shader hooks.
27 lines
1006 B
C++
27 lines
1006 B
C++
// Copyright 2022 Dolphin Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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#pragma once
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#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
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class GraphicsModAction
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{
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public:
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GraphicsModAction() = default;
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virtual ~GraphicsModAction() = default;
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GraphicsModAction(const GraphicsModAction&) = default;
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GraphicsModAction(GraphicsModAction&&) = default;
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GraphicsModAction& operator=(const GraphicsModAction&) = default;
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GraphicsModAction& operator=(GraphicsModAction&&) = default;
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virtual void OnDrawStarted(GraphicsModActionData::DrawStarted*) {}
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virtual void BeforeEFB(GraphicsModActionData::PreEFB*) {}
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virtual void BeforeXFB() {}
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virtual void OnProjection(GraphicsModActionData::Projection*) {}
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virtual void OnProjectionAndTexture(GraphicsModActionData::Projection*) {}
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virtual void OnTextureLoad(GraphicsModActionData::TextureLoad*) {}
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virtual void OnTextureCreate(GraphicsModActionData::TextureCreate*) {}
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virtual void OnFrameEnd() {}
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};
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