// 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. #pragma once #include #include struct ShaderInfo { Path 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. std::string parent; // Parent shader ini section name. Path fragmentShaderFile; Path vertexShaderFile; // Show this shader in lists (i.e. not just for chaining.) bool visible; // Run at output instead of input resolution bool outputResolution; // Use x1 rendering res + nearest screen scaling filter bool isUpscalingFilter; // Is used to post-process stereo-rendering to mono, like red/blue. bool isStereo; // Use 2x display resolution for supersampling with blurry shaders. int SSAAFilterLevel; // Force constant/max refresh for animated filters bool requires60fps; // Takes previous frame as input (for blending effects.) bool usePreviousFrame; struct Setting { std::string name; float value; float maxValue; float minValue; float step; }; Setting settings[4]; // TODO: Add support for all kinds of fun options like mapping the depth buffer, // SRGB texture reads, etc. prev shader? bool operator == (const std::string &other) const { return name == other; } bool operator == (const ShaderInfo &other) const { return name == other.name; } bool operator < (const ShaderInfo &other) const { if (name < other.name) return true; if (name > other.name) return false; // Tie breaker if (iniFile < other.iniFile) return true; if (iniFile > other.iniFile) return false; return false; } }; struct TextureShaderInfo { Path iniFile; std::string section; std::string name; Path computeShaderFile; // Upscaling shaders have a fixed scale factor. int scaleFactor; bool operator == (const std::string &other) const { return name == other; } bool operator == (const TextureShaderInfo &other) const { return name == other.name; } bool operator < (const TextureShaderInfo &other) const { if (name < other.name) return true; if (name > other.name) return false; // Tie breaker if (iniFile < other.iniFile) return true; if (iniFile > other.iniFile) return false; return false; } }; void ReloadAllPostShaderInfo(Draw::DrawContext *draw); const ShaderInfo *GetPostShaderInfo(const std::string &name); std::vector GetPostShaderChain(const std::string &name); std::vector GetFullPostShadersChain(const std::vector &names); bool PostShaderChainRequires60FPS(const std::vector &chain); const std::vector &GetAllPostShaderInfo(); const TextureShaderInfo *GetTextureShaderInfo(const std::string &name); const std::vector &GetAllTextureShaderInfo(); void RemoveUnknownPostShaders(std::vector *names); // Call this any time you alter the postshader list. It makes sure // that "usePrevFrame" shaders are at the end, and that there's only one. // It'll also enforce any similar future rules. void FixPostShaderOrder(std::vector *names);