Files
LibretroAdmin 472dc5ae3f Remove user post-processing shaders and graphics-mod custom shaders
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.
2026-11-05 15:57:56 +01:00

27 lines
1006 B
C++

// Copyright 2022 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include "VideoCommon/GraphicsModSystem/Runtime/GraphicsModActionData.h"
class GraphicsModAction
{
public:
GraphicsModAction() = default;
virtual ~GraphicsModAction() = default;
GraphicsModAction(const GraphicsModAction&) = default;
GraphicsModAction(GraphicsModAction&&) = default;
GraphicsModAction& operator=(const GraphicsModAction&) = default;
GraphicsModAction& operator=(GraphicsModAction&&) = default;
virtual void OnDrawStarted(GraphicsModActionData::DrawStarted*) {}
virtual void BeforeEFB(GraphicsModActionData::PreEFB*) {}
virtual void BeforeXFB() {}
virtual void OnProjection(GraphicsModActionData::Projection*) {}
virtual void OnProjectionAndTexture(GraphicsModActionData::Projection*) {}
virtual void OnTextureLoad(GraphicsModActionData::TextureLoad*) {}
virtual void OnTextureCreate(GraphicsModActionData::TextureCreate*) {}
virtual void OnFrameEnd() {}
};