ppsspp/GPU/Common/PostShader.cpp

132 lines
4.2 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) {
shaderInfo.clear();
ShaderInfo off;
off.name = "Off";
off.section = "Off";
off.outputResolution = false;
off.isUpscalingFilter = false;
off.SSAAFilterLevel = 0;
off.requires60fps = false;
shaderInfo.push_back(off);
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 &section = 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("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);
// 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;
}
auto beginErase = std::find(shaderInfo.begin(), shaderInfo.end(), info.name);
if (beginErase != shaderInfo.end()) {
shaderInfo.erase(beginErase, shaderInfo.end());
}
shaderInfo.push_back(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(std::string name) {
for (size_t i = 0; i < shaderInfo.size(); i++) {
if (shaderInfo[i].section == name)
return &shaderInfo[i];
}
return nullptr;
}
const std::vector<ShaderInfo> &GetAllPostShaderInfo() {
return shaderInfo;
}