ppsspp/GPU/Common/PostShader.cpp
Henrik Rydgård 3d5526a175 Allow specifying the VFS when loading INI files.
Will be useful in the tex replacer.
2023-03-07 10:04:10 +01:00

343 lines
11 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 "Common/Log.h"
#include "Common/Data/Format/IniFile.h"
#include "Common/File/FileUtil.h"
#include "Common/File/DirListing.h"
#include "Common/File/VFS/VFS.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/GPU/thin3d.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "Core/System.h"
#include "GPU/Common/PostShader.h"
static std::vector<ShaderInfo> shaderInfo;
// Okay, not really "post" shaders, but related.
static std::vector<TextureShaderInfo> textureShaderInfo;
// Scans the directories for shader ini files and collects info about all the shaders found.
void LoadPostShaderInfo(Draw::DrawContext *draw, const std::vector<Path> &directories) {
std::vector<ShaderInfo> notVisible;
Draw::GPUVendor gpuVendor = Draw::GPUVendor::VENDOR_UNKNOWN;
if (draw) {
gpuVendor = draw->GetDeviceCaps().vendor;
}
shaderInfo.clear();
textureShaderInfo.clear();
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);
};
auto appendTextureShader = [&](const TextureShaderInfo &info) {
auto beginErase = std::remove(textureShaderInfo.begin(), textureShaderInfo.end(), info.name);
if (beginErase != textureShaderInfo.end()) {
textureShaderInfo.erase(beginErase, textureShaderInfo.end());
}
textureShaderInfo.push_back(info);
};
for (size_t d = 0; d < directories.size(); d++) {
std::vector<File::FileInfo> fileInfo;
g_VFS.GetFileListing(directories[d].c_str(), &fileInfo, "ini:");
if (fileInfo.empty()) {
File::GetFilesInDir(directories[d], &fileInfo, "ini:");
}
for (size_t f = 0; f < fileInfo.size(); f++) {
IniFile ini;
bool success = false;
if (fileInfo[f].isDirectory)
continue;
Path name = fileInfo[f].fullName;
Path path = directories[d];
// Hack around Android VFS path bug. really need to redesign this.
if (name.ToString().substr(0, 7) == "assets/")
name = Path(name.ToString().substr(7));
if (path.ToString().substr(0, 7) == "assets/")
path = Path(path.ToString().substr(7));
if (ini.LoadFromVFS(g_VFS, name.ToString()) || 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++) {
Section &section = ini.Sections()[i];
std::string shaderType;
section.Get("Type", &shaderType, "render");
std::vector<std::string> vendorBlacklist;
section.Get("VendorBlacklist", vendorBlacklist);
bool skipped = false;
for (auto &item : vendorBlacklist) {
Draw::GPUVendor blacklistedVendor = Draw::GPUVendor::VENDOR_UNKNOWN;
// TODO: This should probably be a function somewhere.
if (item == "ARM") {
blacklistedVendor = Draw::GPUVendor::VENDOR_ARM;
} else if (item == "Qualcomm") {
blacklistedVendor = Draw::GPUVendor::VENDOR_QUALCOMM;
} else if (item == "IMGTEC") {
blacklistedVendor = Draw::GPUVendor::VENDOR_IMGTEC;
} else if (item == "NVIDIA") {
blacklistedVendor = Draw::GPUVendor::VENDOR_NVIDIA;
} else if (item == "AMD") {
blacklistedVendor = Draw::GPUVendor::VENDOR_AMD;
} else if (item == "Broadcom") {
blacklistedVendor = Draw::GPUVendor::VENDOR_BROADCOM;
} else if (item == "Apple") {
blacklistedVendor = Draw::GPUVendor::VENDOR_APPLE;
} else if (item == "Intel") {
blacklistedVendor = Draw::GPUVendor::VENDOR_INTEL;
}
if (blacklistedVendor == gpuVendor && blacklistedVendor != Draw::GPUVendor::VENDOR_UNKNOWN) {
skipped = true;
break;
}
}
if (skipped) {
continue;
}
if (section.Exists("Fragment") && section.Exists("Vertex") &&
(strncasecmp(shaderType.c_str(), "render", shaderType.size()) == 0 ||
strncasecmp(shaderType.c_str(), "StereoToMono", shaderType.size()) == 0)) {
// 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);
section.Get("UsePreviousFrame", &info.usePreviousFrame, false);
if (info.parent == "Off")
info.parent.clear();
if (strncasecmp(shaderType.c_str(), "stereotomono", shaderType.size()) == 0) {
info.isStereo = true;
info.isUpscalingFilter = false;
info.parent.clear();
}
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);
}
// 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);
}
} else if (section.Exists("Compute") && strncasecmp(shaderType.c_str(), "texture", shaderType.size()) == 0) {
// This is a texture shader.
TextureShaderInfo info{};
std::string temp;
info.section = section.name();
section.Get("Name", &info.name, section.name().c_str());
section.Get("Compute", &temp, "");
section.Get("Scale", &info.scaleFactor, 0);
info.computeShaderFile = path / temp;
if (info.scaleFactor >= 2 && info.scaleFactor < 8) {
appendTextureShader(info);
}
} else if (!section.name().empty()) {
WARN_LOG(G3D, "Unrecognized shader type '%s' or invalid shader in section '%s'", shaderType.c_str(), section.name().c_str());
}
}
}
}
// Sort shaders alphabetically.
std::sort(shaderInfo.begin(), shaderInfo.end());
std::sort(textureShaderInfo.begin(), textureShaderInfo.end());
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.clear();
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.insert(shaderInfo.begin(), off);
TextureShaderInfo textureOff{};
textureOff.name = "Off";
textureOff.section = "Off";
textureShaderInfo.insert(textureShaderInfo.begin(), textureOff);
// 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(Draw::DrawContext *draw) {
std::vector<Path> directories;
directories.push_back(Path("shaders")); // For VFS
directories.push_back(GetSysDirectory(DIRECTORY_CUSTOM_SHADERS));
LoadPostShaderInfo(draw, directories);
}
void RemoveUnknownPostShaders(std::vector<std::string> *names) {
for (auto iter = names->begin(); iter != names->end(); ) {
if (GetPostShaderInfo(*iter) == nullptr) {
iter = names->erase(iter);
} else {
++iter;
}
}
}
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 = 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;
}
std::vector<const ShaderInfo *> GetFullPostShadersChain(const std::vector<std::string> &names) {
std::vector<const ShaderInfo *> fullChain;
for (auto shaderName : names) {
auto shaderChain = GetPostShaderChain(shaderName);
fullChain.insert(fullChain.end(), shaderChain.begin(), shaderChain.end());
}
return fullChain;
}
bool PostShaderChainRequires60FPS(const std::vector<const ShaderInfo *> &chain) {
for (auto shaderInfo : chain) {
if (shaderInfo->requires60fps)
return true;
}
return false;
}
const std::vector<ShaderInfo> &GetAllPostShaderInfo() {
return shaderInfo;
}
const TextureShaderInfo *GetTextureShaderInfo(const std::string &name) {
for (auto &info : textureShaderInfo) {
if (info.section == name) {
return &info;
}
}
return nullptr;
}
const std::vector<TextureShaderInfo> &GetAllTextureShaderInfo() {
return textureShaderInfo;
}
void FixPostShaderOrder(std::vector<std::string> *names) {
// There's one rule only that we enforce - only one shader can use UsePreviousFrame,
// and it has to be the last one. So we simply remove any we find from the list,
// and then append it to the end if there is one.
std::string prevFrameShader;
for (auto iter = names->begin(); iter != names->end(); ) {
const ShaderInfo *info = GetPostShaderInfo(*iter);
if (info) {
if (info->usePreviousFrame) {
prevFrameShader = *iter;
iter = names->erase(iter++);
continue;
}
}
++iter;
}
if (!prevFrameShader.empty()) {
names->push_back(prevFrameShader);
}
}