dolphin/Source/Core/VideoCommon/Assets/ShaderAsset.h

78 lines
2.1 KiB
C++

// Copyright 2023 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#pragma once
#include <array>
#include <map>
#include <span>
#include <string>
#include <string_view>
#include <variant>
#include <picojson.h>
#include "VideoCommon/Assets/CustomAsset.h"
#include "VideoCommon/TextureConfig.h"
class ShaderCode;
namespace VideoCommon
{
struct ShaderProperty
{
struct RGB
{
std::array<float, 3> value;
};
struct RGBA
{
std::array<float, 4> value;
};
using Value = std::variant<s32, std::array<s32, 2>, std::array<s32, 3>, std::array<s32, 4>, float,
std::array<float, 2>, std::array<float, 3>, std::array<float, 4>, bool,
RGB, RGBA>;
static std::span<const std::string_view> GetValueTypeNames();
static Value GetDefaultValueFromTypeName(std::string_view name);
static void WriteAsShaderCode(ShaderCode& shader_source, std::string_view name,
const ShaderProperty& property);
Value default_value;
std::string description;
};
struct RasterSurfaceShaderData
{
static bool FromJson(const CustomAssetLibrary::AssetID& asset_id, const picojson::object& json,
RasterSurfaceShaderData* data);
static void ToJson(picojson::object& obj, const RasterSurfaceShaderData& data);
// These shader properties describe the input that the
// shader expects to expose. The key is text
// expected to be in the shader code and the propery
// describes various details about the input
std::map<std::string, ShaderProperty> uniform_properties;
std::string vertex_source;
std::string pixel_source;
struct SamplerData
{
AbstractTextureType type;
std::string name;
bool operator==(const SamplerData&) const = default;
};
std::vector<SamplerData> samplers;
};
class RasterSurfaceShaderAsset final : public CustomLoadableAsset<RasterSurfaceShaderData>
{
public:
using CustomLoadableAsset::CustomLoadableAsset;
private:
CustomAssetLibrary::LoadInfo LoadImpl(const CustomAssetLibrary::AssetID& asset_id) override;
};
} // namespace VideoCommon