49 lines
1.1 KiB
C++
49 lines
1.1 KiB
C++
// Copyright 2013 Dolphin Emulator Project
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#pragma once
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#include <string>
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#include <unordered_map>
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#include "VideoBackends/OGL/GLUtil.h"
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#include "VideoBackends/OGL/ProgramShaderCache.h"
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#include "VideoCommon/PostProcessing.h"
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#include "VideoCommon/VideoCommon.h"
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namespace OGL
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{
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class OpenGLPostProcessing : public PostProcessingShaderImplementation
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{
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public:
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OpenGLPostProcessing();
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~OpenGLPostProcessing();
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void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
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int src_texture, int src_width, int src_height) override;
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void ApplyShader() override;
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private:
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bool m_initialized;
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SHADER m_shader;
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GLuint m_uniform_resolution;
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GLuint m_uniform_src_rect;
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GLuint m_uniform_time;
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std::string m_glsl_header;
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// These are only used when working around Qualcomm's broken attributeless rendering
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GLuint m_attribute_vao;
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GLuint m_attribute_vbo;
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bool m_attribute_workaround = false;
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std::unordered_map<std::string, GLuint> m_uniform_bindings;
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void CreateHeader();
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std::string LoadShaderOptions(const std::string& code);
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};
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} // namespace
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