ppsspp/GPU/Common/PostShader.h
Henrik Rydgard 7d8aed096a Add proper support for upscaling shaders, add Spline36 upscaling
Spline36 isn't as amazing as I had hoped heh. And it will need work to
work in GLSL ES. Anyway...

This also renames u_texcoordDelta to u_texelDelta to fit in with u_pixelDelta.
2013-10-22 12:18:49 +02:00

48 lines
1.6 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 "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;
// 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<ShaderInfo> &GetAllPostShaderInfo();