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