forked from moonpower/azahar-UWP
* Add Anaglyph 3D Change 3D slider in-game Change shaders while game is running Move shader loading into function Disable 3D slider setting when stereoscopy is off The rest of the shaders Address review issues Documentation and minor fixups Forgot clang-format Fix shader release on SDL2-software rendering Remove unnecessary state changes Respect 3D factor setting regardless of stereoscopic rendering Improve shader resolution passing Minor setting-related improvements Add option to toggle texture filtering Rebase fixes * One final clang-format * Fix OpenGL problems
60 lines
1.7 KiB
C++
60 lines
1.7 KiB
C++
// Copyright 2014 Citra Emulator Project
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// Licensed under GPLv2 or any later version
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// Refer to the license.txt file included.
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#pragma once
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#include <atomic>
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#include <memory>
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#include "core/core.h"
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#include "core/frontend/emu_window.h"
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namespace Frontend {
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class EmuWindow;
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}
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class RendererBase;
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namespace Memory {
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class MemorySystem;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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// Video Core namespace
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namespace VideoCore {
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extern std::unique_ptr<RendererBase> g_renderer; ///< Renderer plugin
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// TODO: Wrap these in a user settings struct along with any other graphics settings (often set from
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// qt ui)
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extern std::atomic<bool> g_hw_renderer_enabled;
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extern std::atomic<bool> g_shader_jit_enabled;
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extern std::atomic<bool> g_hw_shader_enabled;
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extern std::atomic<bool> g_hw_shader_accurate_gs;
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extern std::atomic<bool> g_hw_shader_accurate_mul;
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extern std::atomic<bool> g_renderer_bg_color_update_requested;
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extern std::atomic<bool> g_renderer_sampler_update_requested;
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extern std::atomic<bool> g_renderer_shader_update_requested;
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// Screenshot
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extern std::atomic<bool> g_renderer_screenshot_requested;
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extern void* g_screenshot_bits;
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extern std::function<void()> g_screenshot_complete_callback;
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extern Layout::FramebufferLayout g_screenshot_framebuffer_layout;
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extern Memory::MemorySystem* g_memory;
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/// Initialize the video core
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Core::System::ResultStatus Init(Frontend::EmuWindow& emu_window, Memory::MemorySystem& memory);
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/// Shutdown the video core
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void Shutdown();
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/// Request a screenshot of the next frame
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void RequestScreenshot(void* data, std::function<void()> callback,
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const Layout::FramebufferLayout& layout);
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u16 GetResolutionScaleFactor();
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} // namespace VideoCore
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