mirror of
https://github.com/hrydgard/ppsspp.git
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126 lines
3.9 KiB
C++
126 lines
3.9 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 "file/ini_file.h"
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#include "file/file_util.h"
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#include "file/vfs.h"
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#include "Core/Config.h"
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#include "GPU/Common/PostShader.h"
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static std::vector<ShaderInfo> shaderInfo;
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// Scans the directories for shader ini files and collects info about all the shaders found.
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// Additionally, scan the VFS assets. (TODO)
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void LoadPostShaderInfo(std::vector<std::string> directories) {
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shaderInfo.clear();
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ShaderInfo off;
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off.name = "Off";
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off.section = "Off";
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off.outputResolution = false;
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shaderInfo.push_back(off);
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for (size_t d = 0; d < directories.size(); d++) {
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std::vector<FileInfo> fileInfo;
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getFilesInDir(directories[d].c_str(), &fileInfo, "ini:");
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if (fileInfo.size() == 0) {
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// TODO: Really gotta fix the filter, now it's gonna open shaders as ini files..
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VFSGetFileListing(directories[d].c_str(), &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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std::string name = fileInfo[f].fullName;
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std::string path = directories[d];
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// Hack around Android VFS path bug. really need to redesign this.
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if (name.substr(0, 7) == "assets/")
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name = name.substr(7);
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if (path.substr(0, 7) == "assets/")
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path = path.substr(7);
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if (ini.LoadFromVFS(name) || 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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IniFile::Section §ion = ini.Sections()[i];
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if (section.Exists("Fragment") && section.Exists("Vertex")) {
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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("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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#ifdef USING_GLES2
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// Let's ignore shaders we can't support. TODO: Check for GLES 3.0
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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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#endif
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auto beginErase = std::find(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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}
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}
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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 LoadAllPostShaderInfo() {
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std::vector<std::string> directories;
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directories.push_back("shaders");
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directories.push_back(g_Config.memStickDirectory + "PSP/shaders");
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LoadPostShaderInfo(directories);
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}
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const ShaderInfo *GetPostShaderInfo(std::string name) {
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LoadAllPostShaderInfo();
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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 0;
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}
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const std::vector<ShaderInfo> &GetAllPostShaderInfo() {
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LoadAllPostShaderInfo();
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return shaderInfo;
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}
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