PostProcessing: Refactor config to use separate sections
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@ -5,19 +5,21 @@
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#include "postprocessing_shader.h"
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class PostProcessingShaderGLSL final : public PostProcessingShader
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namespace PostProcessing {
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class GLSLShader final : public Shader
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{
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public:
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PostProcessingShaderGLSL();
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PostProcessingShaderGLSL(std::string name, std::string code);
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~PostProcessingShaderGLSL();
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GLSLShader();
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GLSLShader(std::string name, std::string code);
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~GLSLShader();
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ALWAYS_INLINE const std::string& GetCode() const { return m_code; }
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bool IsValid() const override;
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bool LoadFromFile(std::string name, const char* filename);
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bool LoadFromString(std::string name, std::string code);
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bool LoadFromFile(std::string name, const char* filename, Error* error);
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bool LoadFromString(std::string name, std::string code, Error* error);
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bool ResizeOutput(GPUTexture::Format format, u32 width, u32 height) override;
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bool CompilePipeline(GPUTexture::Format format, u32 width, u32 height) override;
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@ -51,3 +53,5 @@ private:
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std::unique_ptr<GPUPipeline> m_pipeline;
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std::unique_ptr<GPUSampler> m_sampler;
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};
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} // namespace PostProcessing
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