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Emulator Issues #11758

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PostProcessing: No way to load in custom vertex shader despite framework in place

Added by Aearnus over 5 years ago. Updated over 5 years ago.

Status:
New
Priority:
Normal
Assignee:
-
% Done:

0%

Operating system:
N/A
Issue type:
Bug
Milestone:
Regression:
No
Relates to usability:
No
Relates to performance:
No
Easy:
No
Relates to maintainability:
No
Regression start:
Fixed in:

Description

Hello!

I would like to write a vertex shader that selectively applies to the HUD in a game (Pokemon XD, to be exact). It seems that all of the framework to compile and load in a custom vertex shader exists in PostProcessing::CompileVertexShader() (https://github.com/dolphin-emu/dolphin/blob/master/Source/Core/VideoCommon/PostProcessing.cpp#L582), but there is no way to actually interact with it.

There should be another function like PostProcessingConfiguration::LoadShader() (https://github.com/dolphin-emu/dolphin/blob/master/Source/Core/VideoCommon/PostProcessing.cpp#L37) to load in a vertex shader. Additionally, that would most likely require corresponding m_current_vertex_shader and m_current_vertex_shader_code variables.

This applies to the newest HEAD available on GitHub. I'm specifically running 5.0-10432.

Actions #1

Updated by Stenzek over 5 years ago

I'm not sure why a custom vertex shader is needed for post-processing? It's always going to be drawing a full-screen quad, so anything you compute in the vertex shader could be computed in the fragment shader too.

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