mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-18 10:57:04 +00:00
ff68a0d50f
Also, only save settings in ini that have names.
192 lines
6.3 KiB
C++
192 lines
6.3 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
|
|
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU General Public License as published by
|
|
// the Free Software Foundation, version 2.0 or later versions.
|
|
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU General Public License 2.0 for more details.
|
|
|
|
// A copy of the GPL 2.0 should have been included with the program.
|
|
// If not, see http://www.gnu.org/licenses/
|
|
|
|
// Official git repository and contact information can be found at
|
|
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
|
|
|
|
|
|
// Postprocessing shader manager
|
|
|
|
#include <string>
|
|
#include <vector>
|
|
#include <algorithm>
|
|
|
|
#include "file/ini_file.h"
|
|
#include "file/file_util.h"
|
|
#include "file/vfs.h"
|
|
#include "gfx_es2/gpu_features.h"
|
|
|
|
#include "Core/Config.h"
|
|
#include "GPU/Common/PostShader.h"
|
|
|
|
static std::vector<ShaderInfo> shaderInfo;
|
|
|
|
// Scans the directories for shader ini files and collects info about all the shaders found.
|
|
// Additionally, scan the VFS assets. (TODO)
|
|
|
|
void LoadPostShaderInfo(std::vector<std::string> directories) {
|
|
std::vector<ShaderInfo> notVisible;
|
|
|
|
shaderInfo.clear();
|
|
ShaderInfo off{};
|
|
off.visible = true;
|
|
off.name = "Off";
|
|
off.section = "Off";
|
|
for (size_t i = 0; i < ARRAY_SIZE(off.settings); ++i) {
|
|
off.settings[i].name = "";
|
|
off.settings[i].value = 0.0f;
|
|
off.settings[i].minValue = -1.0f;
|
|
off.settings[i].maxValue = 1.0f;
|
|
off.settings[i].step = 0.01f;
|
|
}
|
|
shaderInfo.push_back(off);
|
|
|
|
auto appendShader = [&](const ShaderInfo &info) {
|
|
auto beginErase = std::remove(shaderInfo.begin(), shaderInfo.end(), info.name);
|
|
if (beginErase != shaderInfo.end()) {
|
|
shaderInfo.erase(beginErase, shaderInfo.end());
|
|
}
|
|
shaderInfo.push_back(info);
|
|
};
|
|
|
|
for (size_t d = 0; d < directories.size(); d++) {
|
|
std::vector<FileInfo> fileInfo;
|
|
getFilesInDir(directories[d].c_str(), &fileInfo, "ini:");
|
|
|
|
if (fileInfo.size() == 0) {
|
|
// TODO: Really gotta fix the filter, now it's gonna open shaders as ini files..
|
|
VFSGetFileListing(directories[d].c_str(), &fileInfo, "ini:");
|
|
}
|
|
|
|
for (size_t f = 0; f < fileInfo.size(); f++) {
|
|
IniFile ini;
|
|
bool success = false;
|
|
std::string name = fileInfo[f].fullName;
|
|
std::string path = directories[d];
|
|
// Hack around Android VFS path bug. really need to redesign this.
|
|
if (name.substr(0, 7) == "assets/")
|
|
name = name.substr(7);
|
|
if (path.substr(0, 7) == "assets/")
|
|
path = path.substr(7);
|
|
|
|
if (ini.LoadFromVFS(name) || ini.Load(fileInfo[f].fullName)) {
|
|
success = true;
|
|
// vsh load. meh.
|
|
}
|
|
if (!success)
|
|
continue;
|
|
|
|
// Alright, let's loop through the sections and see if any is a shader.
|
|
for (size_t i = 0; i < ini.Sections().size(); i++) {
|
|
IniFile::Section §ion = ini.Sections()[i];
|
|
if (section.Exists("Fragment") && section.Exists("Vertex")) {
|
|
// Valid shader!
|
|
ShaderInfo info;
|
|
std::string temp;
|
|
info.section = section.name();
|
|
section.Get("Name", &info.name, section.name().c_str());
|
|
section.Get("Parent", &info.parent, "");
|
|
section.Get("Visible", &info.visible, true);
|
|
section.Get("Fragment", &temp, "");
|
|
info.fragmentShaderFile = path + "/" + temp;
|
|
section.Get("Vertex", &temp, "");
|
|
info.vertexShaderFile = path + "/" + temp;
|
|
section.Get("OutputResolution", &info.outputResolution, false);
|
|
section.Get("Upscaling", &info.isUpscalingFilter, false);
|
|
section.Get("SSAA", &info.SSAAFilterLevel, 0);
|
|
section.Get("60fps", &info.requires60fps, false);
|
|
|
|
for (size_t i = 0; i < ARRAY_SIZE(info.settings); ++i) {
|
|
auto &setting = info.settings[i];
|
|
section.Get(StringFromFormat("SettingName%d", i + 1).c_str(), &setting.name, "");
|
|
section.Get(StringFromFormat("SettingDefaultValue%d", i + 1).c_str(), &setting.value, 0.0f);
|
|
section.Get(StringFromFormat("SettingMinValue%d", i + 1).c_str(), &setting.minValue, -1.0f);
|
|
section.Get(StringFromFormat("SettingMaxValue%d", i + 1).c_str(), &setting.maxValue, 1.0f);
|
|
section.Get(StringFromFormat("SettingStep%d", i + 1).c_str(), &setting.step, 0.01f);
|
|
|
|
// Populate the default setting value.
|
|
std::string section = StringFromFormat("%sSettingValue%d", info.section.c_str(), i + 1);
|
|
if (!setting.name.empty() && g_Config.mPostShaderSetting.find(section) == g_Config.mPostShaderSetting.end()) {
|
|
g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(section, setting.value));
|
|
}
|
|
}
|
|
|
|
// Let's ignore shaders we can't support. TODO: Not a very good check
|
|
if (gl_extensions.IsGLES && !gl_extensions.GLES3) {
|
|
bool requiresIntegerSupport;
|
|
section.Get("RequiresIntSupport", &requiresIntegerSupport, false);
|
|
if (requiresIntegerSupport)
|
|
continue;
|
|
}
|
|
|
|
if (info.visible) {
|
|
appendShader(info);
|
|
} else {
|
|
notVisible.push_back(info);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// We always want the not visible ones at the end. Makes menus easier.
|
|
for (const auto &info : notVisible) {
|
|
appendShader(info);
|
|
}
|
|
}
|
|
|
|
// Scans the directories for shader ini files and collects info about all the shaders found.
|
|
void ReloadAllPostShaderInfo() {
|
|
std::vector<std::string> directories;
|
|
directories.push_back("shaders");
|
|
directories.push_back(g_Config.memStickDirectory + "PSP/shaders");
|
|
LoadPostShaderInfo(directories);
|
|
}
|
|
|
|
const ShaderInfo *GetPostShaderInfo(const std::string &name) {
|
|
for (size_t i = 0; i < shaderInfo.size(); i++) {
|
|
if (shaderInfo[i].section == name)
|
|
return &shaderInfo[i];
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
std::vector<const ShaderInfo *> GetPostShaderChain(const std::string &name) {
|
|
std::vector<const ShaderInfo *> backwards;
|
|
const ShaderInfo *shaderInfo = GetPostShaderInfo(name);
|
|
while (shaderInfo) {
|
|
backwards.push_back(shaderInfo);
|
|
|
|
if (!shaderInfo->parent.empty() && shaderInfo->parent != "Off") {
|
|
shaderInfo = GetPostShaderInfo(shaderInfo->parent);
|
|
} else {
|
|
shaderInfo = nullptr;
|
|
}
|
|
auto dup = std::find(backwards.begin(), backwards.end(), shaderInfo);
|
|
if (dup != backwards.end()) {
|
|
// Don't loop forever.
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!backwards.empty())
|
|
std::reverse(backwards.begin(), backwards.end());
|
|
// Not backwards anymore.
|
|
return backwards;
|
|
}
|
|
|
|
const std::vector<ShaderInfo> &GetAllPostShaderInfo() {
|
|
return shaderInfo;
|
|
}
|