dolphin/Source/Plugins/Plugin_VideoMerge/Src/OGL/OGL_PostProcessing.cpp

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// Copyright (C) 2003 Dolphin 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.
// 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 SVN repository and contact information can be found at
// http://code.google.com/p/dolphin-emu/
// Common
#include "FileUtil.h"
// VideoCommon
#include "VideoCommon.h"
#include "VideoConfig.h"
// OGL
#include "OGL_GLUtil.h"
#include "OGL_PostProcessing.h"
#include "OGL_PixelShaderCache.h"
namespace OGL
{
namespace PostProcessing
{
static std::string s_currentShader;
static FRAGMENTSHADER s_shader;
void Init()
{
s_currentShader = "";
}
void Shutdown()
{
s_shader.Destroy();
}
void ReloadShader()
{
s_currentShader = "";
}
bool ApplyShader()
{
if (s_currentShader != std::string(File::GetUserPath(D_SHADERS_IDX)) + g_ActiveConfig.sPostProcessingShader + ".txt")
{
// Set immediately to prevent endless recompiles on failure.
if (!g_ActiveConfig.sPostProcessingShader.empty())
s_currentShader = std::string(File::GetUserPath(D_SHADERS_IDX)) + g_ActiveConfig.sPostProcessingShader + ".txt";
else
s_currentShader.clear();
s_shader.Destroy();
if (!s_currentShader.empty())
{
std::string code;
if (File::ReadFileToString(true, s_currentShader.c_str(), code))
{
if (!PixelShaderCache::CompilePixelShader(s_shader, code.c_str()))
{
ERROR_LOG(VIDEO, "Failed to compile post-processing shader %s", s_currentShader.c_str());
}
}
else
{
ERROR_LOG(VIDEO, "Failed to load post-processing shader %s - does not exist?", s_currentShader.c_str());
}
}
}
if (s_shader.glprogid != 0)
{
PixelShaderCache::SetCurrentShader(s_shader.glprogid);
return true;
}
else
{
PixelShaderCache::DisableShader();
return false;
}
}
} // namespace
}