// Copyright 2008 Dolphin Emulator Project
// Licensed under GPLv2+
// Refer to the license.txt file included.

#pragma once

#include <string>
#include <unordered_map>

#include "VideoBackends/OGL/GLUtil.h"
#include "VideoBackends/OGL/ProgramShaderCache.h"

#include "VideoCommon/PostProcessing.h"
#include "VideoCommon/VideoCommon.h"

namespace OGL
{

class OpenGLPostProcessing : public PostProcessingShaderImplementation
{
public:
	OpenGLPostProcessing();
	~OpenGLPostProcessing();

	void BlitFromTexture(TargetRectangle src, TargetRectangle dst,
	                     int src_texture, int src_width, int src_height, int layer) override;
	void ApplyShader() override;

private:
	bool m_initialized;
	SHADER m_shader;
	GLuint m_uniform_resolution;
	GLuint m_uniform_src_rect;
	GLuint m_uniform_time;
	GLuint m_uniform_layer;
	std::string m_glsl_header;

	// These are only used when working around Qualcomm's broken attributeless rendering
	GLuint m_attribute_vao;
	GLuint m_attribute_vbo;
	bool m_attribute_workaround = false;

	std::unordered_map<std::string, GLuint> m_uniform_bindings;

	void CreateHeader();
	std::string LoadShaderOptions(const std::string& code);
};

}  // namespace