mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-12-03 11:11:25 +00:00
3d5526a175
Will be useful in the tex replacer.
343 lines
11 KiB
C++
343 lines
11 KiB
C++
// Copyright (c) 2013- PPSSPP Project.
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, version 2.0 or later versions.
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License 2.0 for more details.
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// A copy of the GPL 2.0 should have been included with the program.
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// If not, see http://www.gnu.org/licenses/
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// Official git repository and contact information can be found at
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// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
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// Postprocessing shader manager
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#include <string>
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#include <vector>
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#include <algorithm>
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#include "Common/Log.h"
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#include "Common/Data/Format/IniFile.h"
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#include "Common/File/FileUtil.h"
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#include "Common/File/DirListing.h"
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#include "Common/File/VFS/VFS.h"
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#include "Common/GPU/OpenGL/GLFeatures.h"
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#include "Common/GPU/thin3d.h"
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#include "Common/StringUtils.h"
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#include "Core/Config.h"
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#include "Core/System.h"
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#include "GPU/Common/PostShader.h"
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static std::vector<ShaderInfo> shaderInfo;
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// Okay, not really "post" shaders, but related.
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static std::vector<TextureShaderInfo> textureShaderInfo;
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// Scans the directories for shader ini files and collects info about all the shaders found.
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void LoadPostShaderInfo(Draw::DrawContext *draw, const std::vector<Path> &directories) {
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std::vector<ShaderInfo> notVisible;
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Draw::GPUVendor gpuVendor = Draw::GPUVendor::VENDOR_UNKNOWN;
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if (draw) {
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gpuVendor = draw->GetDeviceCaps().vendor;
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}
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shaderInfo.clear();
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textureShaderInfo.clear();
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auto appendShader = [&](const ShaderInfo &info) {
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auto beginErase = std::remove(shaderInfo.begin(), shaderInfo.end(), info.name);
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if (beginErase != shaderInfo.end()) {
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shaderInfo.erase(beginErase, shaderInfo.end());
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}
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shaderInfo.push_back(info);
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};
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auto appendTextureShader = [&](const TextureShaderInfo &info) {
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auto beginErase = std::remove(textureShaderInfo.begin(), textureShaderInfo.end(), info.name);
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if (beginErase != textureShaderInfo.end()) {
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textureShaderInfo.erase(beginErase, textureShaderInfo.end());
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}
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textureShaderInfo.push_back(info);
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};
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for (size_t d = 0; d < directories.size(); d++) {
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std::vector<File::FileInfo> fileInfo;
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g_VFS.GetFileListing(directories[d].c_str(), &fileInfo, "ini:");
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if (fileInfo.empty()) {
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File::GetFilesInDir(directories[d], &fileInfo, "ini:");
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}
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for (size_t f = 0; f < fileInfo.size(); f++) {
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IniFile ini;
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bool success = false;
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if (fileInfo[f].isDirectory)
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continue;
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Path name = fileInfo[f].fullName;
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Path path = directories[d];
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// Hack around Android VFS path bug. really need to redesign this.
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if (name.ToString().substr(0, 7) == "assets/")
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name = Path(name.ToString().substr(7));
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if (path.ToString().substr(0, 7) == "assets/")
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path = Path(path.ToString().substr(7));
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if (ini.LoadFromVFS(g_VFS, name.ToString()) || ini.Load(fileInfo[f].fullName)) {
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success = true;
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// vsh load. meh.
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}
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if (!success)
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continue;
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// Alright, let's loop through the sections and see if any is a shader.
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for (size_t i = 0; i < ini.Sections().size(); i++) {
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Section §ion = ini.Sections()[i];
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std::string shaderType;
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section.Get("Type", &shaderType, "render");
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std::vector<std::string> vendorBlacklist;
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section.Get("VendorBlacklist", vendorBlacklist);
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bool skipped = false;
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for (auto &item : vendorBlacklist) {
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Draw::GPUVendor blacklistedVendor = Draw::GPUVendor::VENDOR_UNKNOWN;
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// TODO: This should probably be a function somewhere.
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if (item == "ARM") {
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blacklistedVendor = Draw::GPUVendor::VENDOR_ARM;
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} else if (item == "Qualcomm") {
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blacklistedVendor = Draw::GPUVendor::VENDOR_QUALCOMM;
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} else if (item == "IMGTEC") {
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blacklistedVendor = Draw::GPUVendor::VENDOR_IMGTEC;
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} else if (item == "NVIDIA") {
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blacklistedVendor = Draw::GPUVendor::VENDOR_NVIDIA;
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} else if (item == "AMD") {
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blacklistedVendor = Draw::GPUVendor::VENDOR_AMD;
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} else if (item == "Broadcom") {
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blacklistedVendor = Draw::GPUVendor::VENDOR_BROADCOM;
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} else if (item == "Apple") {
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blacklistedVendor = Draw::GPUVendor::VENDOR_APPLE;
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} else if (item == "Intel") {
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blacklistedVendor = Draw::GPUVendor::VENDOR_INTEL;
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}
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if (blacklistedVendor == gpuVendor && blacklistedVendor != Draw::GPUVendor::VENDOR_UNKNOWN) {
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skipped = true;
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break;
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}
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}
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if (skipped) {
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continue;
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}
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if (section.Exists("Fragment") && section.Exists("Vertex") &&
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(strncasecmp(shaderType.c_str(), "render", shaderType.size()) == 0 ||
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strncasecmp(shaderType.c_str(), "StereoToMono", shaderType.size()) == 0)) {
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// Valid shader!
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ShaderInfo info{};
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std::string temp;
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info.section = section.name();
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section.Get("Name", &info.name, section.name().c_str());
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section.Get("Parent", &info.parent, "");
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section.Get("Visible", &info.visible, true);
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section.Get("Fragment", &temp, "");
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info.fragmentShaderFile = path / temp;
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section.Get("Vertex", &temp, "");
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info.vertexShaderFile = path / temp;
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section.Get("OutputResolution", &info.outputResolution, false);
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section.Get("Upscaling", &info.isUpscalingFilter, false);
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section.Get("SSAA", &info.SSAAFilterLevel, 0);
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section.Get("60fps", &info.requires60fps, false);
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section.Get("UsePreviousFrame", &info.usePreviousFrame, false);
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if (info.parent == "Off")
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info.parent.clear();
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if (strncasecmp(shaderType.c_str(), "stereotomono", shaderType.size()) == 0) {
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info.isStereo = true;
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info.isUpscalingFilter = false;
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info.parent.clear();
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}
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for (size_t i = 0; i < ARRAY_SIZE(info.settings); ++i) {
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auto &setting = info.settings[i];
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section.Get(StringFromFormat("SettingName%d", i + 1).c_str(), &setting.name, "");
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section.Get(StringFromFormat("SettingDefaultValue%d", i + 1).c_str(), &setting.value, 0.0f);
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section.Get(StringFromFormat("SettingMinValue%d", i + 1).c_str(), &setting.minValue, -1.0f);
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section.Get(StringFromFormat("SettingMaxValue%d", i + 1).c_str(), &setting.maxValue, 1.0f);
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section.Get(StringFromFormat("SettingStep%d", i + 1).c_str(), &setting.step, 0.01f);
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}
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// Let's ignore shaders we can't support. TODO: Not a very good check
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if (gl_extensions.IsGLES && !gl_extensions.GLES3) {
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bool requiresIntegerSupport;
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section.Get("RequiresIntSupport", &requiresIntegerSupport, false);
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if (requiresIntegerSupport)
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continue;
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}
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if (info.visible) {
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appendShader(info);
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} else {
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notVisible.push_back(info);
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}
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} else if (section.Exists("Compute") && strncasecmp(shaderType.c_str(), "texture", shaderType.size()) == 0) {
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// This is a texture shader.
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TextureShaderInfo info{};
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std::string temp;
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info.section = section.name();
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section.Get("Name", &info.name, section.name().c_str());
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section.Get("Compute", &temp, "");
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section.Get("Scale", &info.scaleFactor, 0);
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info.computeShaderFile = path / temp;
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if (info.scaleFactor >= 2 && info.scaleFactor < 8) {
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appendTextureShader(info);
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}
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} else if (!section.name().empty()) {
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WARN_LOG(G3D, "Unrecognized shader type '%s' or invalid shader in section '%s'", shaderType.c_str(), section.name().c_str());
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}
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}
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}
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}
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// Sort shaders alphabetically.
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std::sort(shaderInfo.begin(), shaderInfo.end());
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std::sort(textureShaderInfo.begin(), textureShaderInfo.end());
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ShaderInfo off{};
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off.visible = true;
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off.name = "Off";
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off.section = "Off";
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for (size_t i = 0; i < ARRAY_SIZE(off.settings); ++i) {
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off.settings[i].name.clear();
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off.settings[i].value = 0.0f;
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off.settings[i].minValue = -1.0f;
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off.settings[i].maxValue = 1.0f;
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off.settings[i].step = 0.01f;
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}
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shaderInfo.insert(shaderInfo.begin(), off);
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TextureShaderInfo textureOff{};
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textureOff.name = "Off";
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textureOff.section = "Off";
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textureShaderInfo.insert(textureShaderInfo.begin(), textureOff);
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// We always want the not visible ones at the end. Makes menus easier.
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for (const auto &info : notVisible) {
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appendShader(info);
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}
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}
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// Scans the directories for shader ini files and collects info about all the shaders found.
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void ReloadAllPostShaderInfo(Draw::DrawContext *draw) {
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std::vector<Path> directories;
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directories.push_back(Path("shaders")); // For VFS
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directories.push_back(GetSysDirectory(DIRECTORY_CUSTOM_SHADERS));
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LoadPostShaderInfo(draw, directories);
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}
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void RemoveUnknownPostShaders(std::vector<std::string> *names) {
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for (auto iter = names->begin(); iter != names->end(); ) {
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if (GetPostShaderInfo(*iter) == nullptr) {
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iter = names->erase(iter);
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} else {
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++iter;
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}
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}
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}
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const ShaderInfo *GetPostShaderInfo(const std::string &name) {
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for (size_t i = 0; i < shaderInfo.size(); i++) {
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if (shaderInfo[i].section == name)
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return &shaderInfo[i];
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}
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return nullptr;
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}
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std::vector<const ShaderInfo *> GetPostShaderChain(const std::string &name) {
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std::vector<const ShaderInfo *> backwards;
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const ShaderInfo *shaderInfo = GetPostShaderInfo(name);
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while (shaderInfo) {
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backwards.push_back(shaderInfo);
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if (!shaderInfo->parent.empty()) {
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shaderInfo = GetPostShaderInfo(shaderInfo->parent);
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} else {
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shaderInfo = nullptr;
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}
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auto dup = std::find(backwards.begin(), backwards.end(), shaderInfo);
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if (dup != backwards.end()) {
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// Don't loop forever.
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break;
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}
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}
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if (!backwards.empty())
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std::reverse(backwards.begin(), backwards.end());
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// Not backwards anymore.
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return backwards;
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}
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std::vector<const ShaderInfo *> GetFullPostShadersChain(const std::vector<std::string> &names) {
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std::vector<const ShaderInfo *> fullChain;
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for (auto shaderName : names) {
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auto shaderChain = GetPostShaderChain(shaderName);
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fullChain.insert(fullChain.end(), shaderChain.begin(), shaderChain.end());
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}
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return fullChain;
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}
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bool PostShaderChainRequires60FPS(const std::vector<const ShaderInfo *> &chain) {
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for (auto shaderInfo : chain) {
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if (shaderInfo->requires60fps)
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return true;
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}
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return false;
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}
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const std::vector<ShaderInfo> &GetAllPostShaderInfo() {
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return shaderInfo;
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}
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const TextureShaderInfo *GetTextureShaderInfo(const std::string &name) {
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for (auto &info : textureShaderInfo) {
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if (info.section == name) {
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return &info;
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}
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}
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return nullptr;
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}
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const std::vector<TextureShaderInfo> &GetAllTextureShaderInfo() {
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return textureShaderInfo;
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}
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void FixPostShaderOrder(std::vector<std::string> *names) {
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// There's one rule only that we enforce - only one shader can use UsePreviousFrame,
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// and it has to be the last one. So we simply remove any we find from the list,
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// and then append it to the end if there is one.
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std::string prevFrameShader;
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for (auto iter = names->begin(); iter != names->end(); ) {
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const ShaderInfo *info = GetPostShaderInfo(*iter);
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if (info) {
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if (info->usePreviousFrame) {
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prevFrameShader = *iter;
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iter = names->erase(iter++);
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continue;
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}
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}
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++iter;
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}
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if (!prevFrameShader.empty()) {
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names->push_back(prevFrameShader);
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}
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}
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