PostProcessing: Refactor config to use separate sections
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134
src/util/postprocessing.h
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134
src/util/postprocessing.h
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// SPDX-FileCopyrightText: 2019-2023 Connor McLaughlin <stenzek@gmail.com>
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// SPDX-License-Identifier: (GPL-3.0 OR CC-BY-NC-ND-4.0)
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#pragma once
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#include "gpu_device.h"
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#include <array>
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#include <memory>
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#include <string_view>
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#include <vector>
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namespace Common
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{
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class Timer;
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}
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class GPUSampler;
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class GPUFramebuffer;
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class GPUTexture;
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class Error;
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class SettingsInterface;
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namespace PostProcessing {
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struct ShaderOption
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{
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enum : u32
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{
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MAX_VECTOR_COMPONENTS = 4
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};
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enum class Type
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{
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Invalid,
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Bool,
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Int,
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Float
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};
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union Value
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{
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s32 int_value;
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float float_value;
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};
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static_assert(sizeof(Value) == sizeof(u32));
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using ValueVector = std::array<Value, MAX_VECTOR_COMPONENTS>;
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static_assert(sizeof(ValueVector) == sizeof(u32) * MAX_VECTOR_COMPONENTS);
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std::string name;
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std::string ui_name;
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std::string dependent_option;
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Type type;
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u32 vector_size;
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u32 buffer_size;
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u32 buffer_offset;
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ValueVector default_value;
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ValueVector min_value;
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ValueVector max_value;
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ValueVector step_value;
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ValueVector value;
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static u32 ParseIntVector(const std::string_view& line, ValueVector* values);
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static u32 ParseFloatVector(const std::string_view& line, ValueVector* values);
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static constexpr ValueVector MakeIntVector(s32 x, s32 y = 0, s32 z = 0, s32 w = 0)
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{
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ValueVector ret = {};
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ret[0].int_value = x;
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ret[1].int_value = y;
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ret[2].int_value = z;
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ret[3].int_value = w;
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return ret;
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}
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static constexpr ValueVector MakeFloatVector(float x, float y = 0, float z = 0, float w = 0)
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{
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ValueVector ret = {};
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ret[0].float_value = x;
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ret[1].float_value = y;
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ret[2].float_value = z;
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ret[3].float_value = w;
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return ret;
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}
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};
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// [display_name, filename]
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std::vector<std::pair<std::string, std::string>> GetAvailableShaderNames();
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namespace Config {
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u32 GetStageCount(const SettingsInterface& si);
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std::string GetStageShaderName(const SettingsInterface& si, u32 index);
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std::vector<ShaderOption> GetStageOptions(const SettingsInterface& si, u32 index);
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bool AddStage(SettingsInterface& si, const std::string& shader_name, Error* error);
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void RemoveStage(SettingsInterface& si, u32 index);
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void MoveStageUp(SettingsInterface& si, u32 index);
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void MoveStageDown(SettingsInterface& si, u32 index);
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void SetStageOption(SettingsInterface& si, u32 index, const ShaderOption& option);
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void UnsetStageOption(SettingsInterface& si, u32 index, const ShaderOption& option);
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void ClearStages(SettingsInterface& si);
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} // namespace Config
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bool IsActive();
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bool IsEnabled();
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void SetEnabled(bool enabled);
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void Initialize();
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/// Reloads configuration.
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void UpdateSettings();
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/// Temporarily toggles post-processing on/off.
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void Toggle();
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/// Reloads post processing shaders with the current configuration.
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bool ReloadShaders();
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void Shutdown();
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GPUTexture* GetInputTexture();
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GPUFramebuffer* GetInputFramebuffer();
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const Common::Timer& GetTimer();
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bool CheckTargets(GPUTexture::Format target_format, u32 target_width, u32 target_height);
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bool Apply(GPUFramebuffer* final_target, s32 final_left, s32 final_top, s32 final_width, s32 final_height,
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s32 orig_width, s32 orig_height);
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GPUSampler* GetSampler(const GPUSampler::Config& config);
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GPUTexture* GetDummyTexture();
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}; // namespace PostProcessing
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