/* RetroArch - A frontend for libretro. * Copyright (C) 2010-2014 - Hans-Kristian Arntzen * Copyright (C) 2011-2017 - Daniel De Matteis * * RetroArch 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 Found- * ation, either version 3 of the License, or (at your option) any later version. * * RetroArch 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 for more details. * * You should have received a copy of the GNU General Public License along with RetroArch. * If not, see . */ #include #include #ifdef HAVE_CONFIG_H #include "../config.h" #endif #include #include #include #include #include #include #include #include #include #include #ifdef HAVE_MENU #include "../menu/menu_driver.h" #include "../menu/menu_shader.h" #endif #include "../configuration.h" #include "../verbosity.h" #include "../frontend/frontend_driver.h" #include "../command.h" #include "../list_special.h" #include "../file_path_special.h" #include "../paths.h" #include "../retroarch.h" #if defined(HAVE_GFX_WIDGETS) #include "gfx_widgets.h" #endif #include "video_shader_parse.h" #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) #include "drivers_shader/slang_process.h" #endif /* Maximum depth of chain of referenced shader presets. * 16 seems to be a very large number of references at the moment. */ #define SHADER_MAX_REFERENCE_DEPTH 16 /* TODO/FIXME - global state - perhaps move outside this file */ static path_change_data_t *file_change_data = NULL; /** * fill_pathname_expanded_and_absolute: * @out_path : string to write into * @in_refpath : used to get the base path if in_path is relative * @in_path : path to turn into an absolute path * * Takes a path and returns an absolute path, * It will expand it if the path was using the root path format * e.g. :\shaders * If the path was relative it will take this path and get the * absolute path using in_refpath * as the path to extract a base path * * out_path is filled with the absolute path **/ static void fill_pathname_expanded_and_absolute(char *out_path, const char *in_refpath, const char *in_path) { char expanded_path[PATH_MAX_LENGTH]; expanded_path[0] = '\0'; /* Expand paths which start with :\ to an absolute path */ fill_pathname_expand_special(expanded_path, in_path, sizeof(expanded_path)); /* Resolve the reference path relative to the config */ if (path_is_absolute(expanded_path)) strlcpy(out_path, expanded_path, PATH_MAX_LENGTH); else fill_pathname_resolve_relative(out_path, in_refpath, in_path, PATH_MAX_LENGTH); pathname_conform_slashes_to_os(out_path); } /** * wrap_mode_to_str: * @type : Wrap type. * * Translates wrap mode to human-readable string identifier. * * Returns: human-readable string identifier of wrap mode. **/ static const char *wrap_mode_to_str(enum gfx_wrap_type type) { switch (type) { case RARCH_WRAP_BORDER: return "clamp_to_border"; case RARCH_WRAP_EDGE: return "clamp_to_edge"; case RARCH_WRAP_REPEAT: return "repeat"; case RARCH_WRAP_MIRRORED_REPEAT: return "mirrored_repeat"; default: break; } return "???"; } /** * wrap_str_to_mode: * @type : Wrap type in human-readable string format. * * Translates wrap mode from human-readable string to enum mode value. * * Returns: enum mode value of wrap type. **/ static enum gfx_wrap_type wrap_str_to_mode(const char *wrap_mode) { if (string_is_equal(wrap_mode, "clamp_to_border")) return RARCH_WRAP_BORDER; else if (string_is_equal(wrap_mode, "clamp_to_edge")) return RARCH_WRAP_EDGE; else if (string_is_equal(wrap_mode, "repeat")) return RARCH_WRAP_REPEAT; else if (string_is_equal(wrap_mode, "mirrored_repeat")) return RARCH_WRAP_MIRRORED_REPEAT; RARCH_WARN("[Shaders]: Invalid wrapping type %s. Valid ones are: clamp_to_border" " (default), clamp_to_edge, repeat and mirrored_repeat. Falling back to default.\n", wrap_mode); return RARCH_WRAP_DEFAULT; } /** * video_shader_parse_pass: * @conf : Preset file to read from. * @pass : Shader passes handle. * @i : Index of shader pass. * * Parses shader pass from preset file. * * Returns: true (1) if successful, otherwise false (0). **/ static bool video_shader_parse_pass(config_file_t *conf, struct video_shader_pass *pass, unsigned i) { char shader_name[64]; char filter_name_buf[64]; char wrap_name_buf[64]; char frame_count_mod_buf[64]; char srgb_output_buf[64]; char fp_fbo_buf[64]; char mipmap_buf[64]; char alias_buf[64]; char scale_name_buf[64]; char attr_name_buf[64]; char scale_type[64]; char scale_type_x[64]; char scale_type_y[64]; char tmp_path[PATH_MAX_LENGTH]; struct gfx_fbo_scale *scale = NULL; bool tmp_bool = false; float fattr = 0.0f; int iattr = 0; struct config_entry_list *entry = NULL; fp_fbo_buf[0] = mipmap_buf[0] = alias_buf[0] = scale_name_buf[0] = attr_name_buf[0] = scale_type[0] = scale_type_x[0] = scale_type_y[0] = shader_name[0] = filter_name_buf[0] = wrap_name_buf[0] = frame_count_mod_buf[0] = srgb_output_buf[0] = '\0'; /* Source */ snprintf(shader_name, sizeof(shader_name), "shader%u", i); if (!config_get_path(conf, shader_name, tmp_path, sizeof(tmp_path))) { RARCH_ERR("[Shaders]: Couldn't parse shader source (%s).\n", shader_name); return false; } /* Get the absolute path */ fill_pathname_expanded_and_absolute(pass->source.path, conf->path, tmp_path); /* Smooth */ snprintf(filter_name_buf, sizeof(filter_name_buf), "filter_linear%u", i); if (config_get_bool(conf, filter_name_buf, &tmp_bool)) { bool smooth = tmp_bool; pass->filter = smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST; } else pass->filter = RARCH_FILTER_UNSPEC; /* Wrapping mode */ snprintf(wrap_name_buf, sizeof(wrap_name_buf), "wrap_mode%u", i); if ((entry = config_get_entry(conf, wrap_name_buf)) && !string_is_empty(entry->value)) pass->wrap = wrap_str_to_mode(entry->value); entry = NULL; /* Frame count mod */ snprintf(frame_count_mod_buf, sizeof(frame_count_mod_buf), "frame_count_mod%u", i); if ((entry = config_get_entry(conf, frame_count_mod_buf)) && !string_is_empty(entry->value)) pass->frame_count_mod = (unsigned)strtoul(entry->value, NULL, 0); entry = NULL; /* FBO types and mipmapping */ snprintf(srgb_output_buf, sizeof(srgb_output_buf), "srgb_framebuffer%u", i); if (config_get_bool(conf, srgb_output_buf, &tmp_bool)) pass->fbo.srgb_fbo = tmp_bool; snprintf(fp_fbo_buf, sizeof(fp_fbo_buf), "float_framebuffer%u", i); if (config_get_bool(conf, fp_fbo_buf, &tmp_bool)) pass->fbo.fp_fbo = tmp_bool; snprintf(mipmap_buf, sizeof(mipmap_buf), "mipmap_input%u", i); if (config_get_bool(conf, mipmap_buf, &tmp_bool)) pass->mipmap = tmp_bool; snprintf(alias_buf, sizeof(alias_buf), "alias%u", i); if (!config_get_array(conf, alias_buf, pass->alias, sizeof(pass->alias))) *pass->alias = '\0'; /* Scale */ scale = &pass->fbo; snprintf(scale_name_buf, sizeof(scale_name_buf), "scale_type%u", i); config_get_array(conf, scale_name_buf, scale_type, sizeof(scale_type)); snprintf(scale_name_buf, sizeof(scale_name_buf), "scale_type_x%u", i); config_get_array(conf, scale_name_buf, scale_type_x, sizeof(scale_type_x)); snprintf(scale_name_buf, sizeof(scale_name_buf), "scale_type_y%u", i); config_get_array(conf, scale_name_buf, scale_type_y, sizeof(scale_type_y)); if (!*scale_type && !*scale_type_x && !*scale_type_y) return true; if (*scale_type) { strlcpy(scale_type_x, scale_type, sizeof(scale_type_x)); strlcpy(scale_type_y, scale_type, sizeof(scale_type_y)); } scale->valid = true; scale->type_x = RARCH_SCALE_INPUT; scale->type_y = RARCH_SCALE_INPUT; scale->scale_x = 1.0; scale->scale_y = 1.0; if (*scale_type_x) { if (string_is_equal(scale_type_x, "source")) scale->type_x = RARCH_SCALE_INPUT; else if (string_is_equal(scale_type_x, "viewport")) scale->type_x = RARCH_SCALE_VIEWPORT; else if (string_is_equal(scale_type_x, "absolute")) scale->type_x = RARCH_SCALE_ABSOLUTE; else { RARCH_ERR("[Shaders]: Invalid attribute.\n"); return false; } } if (*scale_type_y) { if (string_is_equal(scale_type_y, "source")) scale->type_y = RARCH_SCALE_INPUT; else if (string_is_equal(scale_type_y, "viewport")) scale->type_y = RARCH_SCALE_VIEWPORT; else if (string_is_equal(scale_type_y, "absolute")) scale->type_y = RARCH_SCALE_ABSOLUTE; else { RARCH_ERR("[Shaders]: Invalid attribute.\n"); return false; } } snprintf(attr_name_buf, sizeof(attr_name_buf), "scale%u", i); if (scale->type_x == RARCH_SCALE_ABSOLUTE) { if (config_get_int(conf, attr_name_buf, &iattr)) scale->abs_x = iattr; else { snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_x%u", i); if (config_get_int(conf, attr_name_buf, &iattr)) scale->abs_x = iattr; } } else { if (config_get_float(conf, attr_name_buf, &fattr)) scale->scale_x = fattr; else { snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_x%u", i); if (config_get_float(conf, attr_name_buf, &fattr)) scale->scale_x = fattr; } } snprintf(attr_name_buf, sizeof(attr_name_buf), "scale%u", i); if (scale->type_y == RARCH_SCALE_ABSOLUTE) { if (config_get_int(conf, attr_name_buf, &iattr)) scale->abs_y = iattr; else { snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_y%u", i); if (config_get_int(conf, attr_name_buf, &iattr)) scale->abs_y = iattr; } } else { if (config_get_float(conf, attr_name_buf, &fattr)) scale->scale_y = fattr; else { snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_y%u", i); if (config_get_float(conf, attr_name_buf, &fattr)) scale->scale_y = fattr; } } return true; } /** * video_shader_parse_textures: * @conf : Preset file to read from. * @shader : Shader pass handle. * * Parses shader textures. * * Returns: true (1) if successful, otherwise false (0). **/ static bool video_shader_parse_textures(config_file_t *conf, struct video_shader *shader) { size_t path_size = PATH_MAX_LENGTH; const char *id = NULL; char *save = NULL; char *textures = (char*)malloc(1024 + path_size); char texture_path[PATH_MAX_LENGTH]; if (!textures) return false; textures[0] = '\0'; texture_path[0] = '\0'; if (!config_get_array(conf, "textures", textures, 1024)) { free(textures); return true; } for (id = strtok_r(textures, ";", &save); id && shader->luts < GFX_MAX_TEXTURES; shader->luts++, id = strtok_r(NULL, ";", &save)) { char id_filter[64]; char id_wrap[64]; char id_mipmap[64]; bool mipmap = false; bool smooth = false; struct config_entry_list *entry = NULL; id_filter[0] = id_wrap[0] = id_mipmap[0] = '\0'; if (!(entry = config_get_entry(conf, id)) || string_is_empty(entry->value)) { RARCH_ERR("[Shaders]: Cannot find path to texture \"%s\" ...\n", id); free(textures); return false; } config_get_path(conf, id, texture_path, sizeof(texture_path)); /* Get the absolute path */ fill_pathname_expanded_and_absolute( shader->lut[shader->luts].path, conf->path, texture_path); entry = NULL; strlcpy(shader->lut[shader->luts].id, id, sizeof(shader->lut[shader->luts].id)); strlcpy(id_filter, id, sizeof(id_filter)); strlcat(id_filter, "_linear", sizeof(id_filter)); if (config_get_bool(conf, id_filter, &smooth)) shader->lut[shader->luts].filter = smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST; else shader->lut[shader->luts].filter = RARCH_FILTER_UNSPEC; strlcpy(id_wrap, id, sizeof(id_wrap)); strlcat(id_wrap, "_wrap_mode", sizeof(id_wrap)); if ((entry = config_get_entry(conf, id_wrap)) && !string_is_empty(entry->value)) shader->lut[shader->luts].wrap = wrap_str_to_mode(entry->value); entry = NULL; strlcpy(id_mipmap, id, sizeof(id_mipmap)); strlcat(id_mipmap, "_mipmap", sizeof(id_mipmap)); if (config_get_bool(conf, id_mipmap, &mipmap)) shader->lut[shader->luts].mipmap = mipmap; else shader->lut[shader->luts].mipmap = false; } free(textures); return true; } /** * video_shader_parse_find_parameter: * @params : Shader parameter handle. * @num_params : Number of shader params in @params. * @id : Identifier to search for. * * Finds a shader parameter with identifier @id in @params.. * * Returns: handle to shader parameter if successful, otherwise NULL. **/ static struct video_shader_parameter *video_shader_parse_find_parameter( struct video_shader_parameter *params, unsigned num_params, const char *id) { unsigned i; for (i = 0; i < num_params; i++) { if (string_is_equal(params[i].id, id)) return ¶ms[i]; } return NULL; } /** * video_shader_resolve_parameters: * @conf : Preset file to read from. * @shader : Shader passes handle. * * Resolves all shader parameters belonging to shaders * from the #pragma parameter lines in the shader for each pass. * * Returns: true (1) if successful, otherwise false (0). **/ bool video_shader_resolve_parameters(struct video_shader *shader) { unsigned i; struct video_shader_parameter *param = &shader->parameters[0]; shader->num_parameters = 0; /* Find all parameters in our shaders. */ RARCH_DBG("[Shaders]: Finding Parameters in Shader Passes (#pragma parameter)\n"); for (i = 0; i < shader->passes; i++) { const char *path = shader->pass[i].source.path; uint8_t *buf = NULL; int64_t buf_len = 0; if (string_is_empty(path)) continue; if (!path_is_valid(path)) continue; /* First try to use the more robust slang implementation * to support #includes. */ #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) /* FIXME: The check for slang can be removed * if it's sufficiently tested for GLSL/Cg as well, * it should be the same implementation. * The problem with switching currently is that it looks * for a #version string in the first line of the file * which glsl doesn't have */ if ( string_is_equal(path_get_extension(path), "slang") && slang_preprocess_parse_parameters(path, shader)) continue; #endif /* Read file contents */ if (filestream_read_file(path, (void**)&buf, &buf_len)) { size_t line_index = 0; struct string_list lines = {0}; bool lines_inited = false; /* Split into lines */ if (buf_len > 0) { string_list_initialize(&lines); lines_inited = string_split_noalloc(&lines, (const char*)buf, "\n"); } /* Buffer is no longer required - clean up */ if ((void*)buf) free((void*)buf); if (!lines_inited) continue; /* Even though the pass is set in the loop too, * not all passes have parameters */ param->pass = i; while ((shader->num_parameters < ARRAY_SIZE(shader->parameters)) && (line_index < lines.size)) { int ret; const char *line = lines.elems[line_index].data; line_index++; /* Check if this is a '#pragma parameter' line */ if (strncmp("#pragma parameter", line, STRLEN_CONST("#pragma parameter"))) continue; /* Parse line */ ret = sscanf(line, "#pragma parameter %63s \"%63[^\"]\" %f %f %f %f", param->id, param->desc, ¶m->initial, ¶m->minimum, ¶m->maximum, ¶m->step); if (ret < 5) continue; param->id[63] = '\0'; param->desc[63] = '\0'; if (ret == 5) param->step = 0.1f * (param->maximum - param->minimum); param->pass = i; RARCH_DBG("[Shaders]: Found #pragma parameter %s (%s) %f %f %f %f in pass %d\n", param->desc, param->id, param->initial, param->minimum, param->maximum, param->step, param->pass); param->current = param->initial; shader->num_parameters++; param++; } string_list_deinitialize(&lines); } } return true; } /** * video_shader_load_current_parameter_values: * @conf : Preset file to read from. * @shader : Shader passes handle. * * For each parameter in the shader, if a value is set in the config file * load this value to the parameter's current value. * * Returns: true (1) if successful, otherwise false (0). **/ bool video_shader_load_current_parameter_values( config_file_t *conf, struct video_shader *shader) { unsigned i; bool load_parameter_message_shown = false; const struct config_entry_list *entry = NULL; if (!conf) { RARCH_ERR("[Shaders]: Load Parameter Values - Config is Null.\n"); return false; } /* For all parameters in the shader see if there is any config value set */ for (i = 0; i < shader->num_parameters; i++) { entry = config_get_entry(conf, shader->parameters[i].id); /* Only try to load the parameter value if an entry exists in the config */ if (entry) { struct video_shader_parameter *parameter = (struct video_shader_parameter*) video_shader_parse_find_parameter(shader->parameters, shader->num_parameters, shader->parameters[i].id); /* Log the message for loading parameter values only once*/ if (!load_parameter_message_shown) { RARCH_DBG("[Shaders]: Loading base parameter values\n"); load_parameter_message_shown = true; } /* Log each parameter read */ if (config_get_float(conf, shader->parameters[i].id, ¶meter->current)) RARCH_DBG("[Shaders]: Load parameter value: %s = %f.\n", shader->parameters[i].id, parameter->current); else RARCH_WARN("[Shaders]: Load parameter value: name %s is set in preset but couldn't load its value.\n", shader->parameters[i].id); } } return true; } static const char *scale_type_to_str(enum gfx_scale_type type) { switch (type) { case RARCH_SCALE_INPUT: return "source"; case RARCH_SCALE_VIEWPORT: return "viewport"; case RARCH_SCALE_ABSOLUTE: return "absolute"; default: break; } return "?"; } static void shader_write_scale_dim(config_file_t *conf, const char *dim, enum gfx_scale_type type, float scale, unsigned absolute, unsigned i) { char key[64]; key[0] = '\0'; snprintf(key, sizeof(key), "scale_type_%s%u", dim, i); config_set_string(conf, key, scale_type_to_str(type)); snprintf(key, sizeof(key), "scale_%s%u", dim, i); if (type == RARCH_SCALE_ABSOLUTE) config_set_int(conf, key, absolute); else config_set_float(conf, key, scale); } static void shader_write_fbo(config_file_t *conf, const struct gfx_fbo_scale *fbo, unsigned i) { char key[64]; key[0] = '\0'; snprintf(key, sizeof(key), "float_framebuffer%u", i); config_set_bool(conf, key, fbo->fp_fbo); snprintf(key, sizeof(key), "srgb_framebuffer%u", i); config_set_bool(conf, key, fbo->srgb_fbo); if (!fbo->valid) return; shader_write_scale_dim(conf, "x", fbo->type_x, fbo->scale_x, fbo->abs_x, i); shader_write_scale_dim(conf, "y", fbo->type_y, fbo->scale_y, fbo->abs_y, i); } /** * video_shader_write_root_preset: * @conf : Preset file to write to. * @shader : Shader passes handle. * @preset_path : Optional path to where the preset will be written. * * Writes preset and all associated state (passes, textures, imports, * etc) into @conf. * If @preset_path is not NULL, shader paths are saved relative to it. **/ static bool video_shader_write_root_preset(const struct video_shader *shader, const char *path) { bool ret = true; unsigned i; char key[64]; size_t tmp_size = PATH_MAX_LENGTH; char *tmp = (char*)malloc(3*tmp_size); char *tmp_rel = tmp + tmp_size; char *tmp_base = tmp + 2*tmp_size; config_file_t *conf = NULL; if (!(conf = config_file_new_alloc())) { ret = false; goto end; } if (!tmp) { ret = false; goto end; } RARCH_DBG("[Shaders]: Saving FULL PRESET to: %s\n", path); config_set_int(conf, "shaders", shader->passes); if (shader->feedback_pass >= 0) config_set_int(conf, "feedback_pass", shader->feedback_pass); strlcpy(tmp_base, path, tmp_size); /* ensure we use a clean base like the shader passes and texture paths do */ path_resolve_realpath(tmp_base, tmp_size, false); path_basedir(tmp_base); for (i = 0; i < shader->passes; i++) { const struct video_shader_pass *pass = &shader->pass[i]; snprintf(key, sizeof(key), "shader%u", i); strlcpy(tmp, pass->source.path, tmp_size); path_relative_to(tmp_rel, tmp, tmp_base, tmp_size); pathname_make_slashes_portable(tmp_rel); config_set_path(conf, key, tmp_rel); if (pass->filter != RARCH_FILTER_UNSPEC) { snprintf(key, sizeof(key), "filter_linear%u", i); config_set_bool(conf, key, pass->filter == RARCH_FILTER_LINEAR); } snprintf(key, sizeof(key), "wrap_mode%u", i); config_set_string(conf, key, wrap_mode_to_str(pass->wrap)); if (pass->frame_count_mod) { snprintf(key, sizeof(key), "frame_count_mod%u", i); config_set_int(conf, key, pass->frame_count_mod); } snprintf(key, sizeof(key), "mipmap_input%u", i); config_set_bool(conf, key, pass->mipmap); snprintf(key, sizeof(key), "alias%u", i); config_set_string(conf, key, pass->alias); shader_write_fbo(conf, &pass->fbo, i); } /* Write shader parameters which are different than the default shader values */ if (shader->num_parameters) for (i = 0; i < shader->num_parameters; i++) if (shader->parameters[i].current != shader->parameters[i].initial) config_set_float(conf, shader->parameters[i].id, shader->parameters[i].current); if (shader->luts) { char textures[4096]; textures[0] = '\0'; /* Names of the textures */ strlcpy(textures, shader->lut[0].id, sizeof(textures)); for (i = 1; i < shader->luts; i++) { /* O(n^2), but number of textures is very limited. */ strlcat(textures, ";", sizeof(textures)); strlcat(textures, shader->lut[i].id, sizeof(textures)); } config_set_string(conf, "textures", textures); /* Step through the textures in the shader */ for (i = 0; i < shader->luts; i++) { fill_pathname_abbreviated_or_relative(tmp_rel, tmp_base, shader->lut[i].path, PATH_MAX_LENGTH); pathname_make_slashes_portable(tmp_rel); config_set_string(conf, shader->lut[i].id, tmp_rel); /* Linear filter ON or OFF */ if (shader->lut[i].filter != RARCH_FILTER_UNSPEC) { char key[128]; key[0] = '\0'; strlcpy(key, shader->lut[i].id, sizeof(key)); strlcat(key, "_linear", sizeof(key)); config_set_bool(conf, key, shader->lut[i].filter == RARCH_FILTER_LINEAR); } /* Wrap Mode */ { char key[128]; key[0] = '\0'; strlcpy(key, shader->lut[i].id, sizeof(key)); strlcat(key, "_wrap_mode", sizeof(key)); config_set_string(conf, key, wrap_mode_to_str(shader->lut[i].wrap)); } /* Mipmap On or Off */ { char key[128]; key[0] = '\0'; strlcpy(key, shader->lut[i].id, sizeof(key)); strlcat(key, "_mipmap", sizeof(key)); config_set_bool(conf, key, shader->lut[i].mipmap); } } } /* Write the File! */ ret = config_file_write(conf, path, false); end: config_file_free(conf); free(tmp); return ret; } static config_file_t *video_shader_get_root_preset_config(const char *path) { int reference_depth = 1; config_file_t *conf = config_file_new_from_path_to_string(path); char* nested_reference_path = (char*)malloc(PATH_MAX_LENGTH); if (!conf) goto end; while (conf->reference) { /* If we have reached the max depth of nested references, * stop attempting to read the next reference, * because we are likely in a self referential loop. * * SHADER_MAX_REFERENCE_DEPTH references deep seems * like more than enough depth for expected usage */ if (reference_depth > SHADER_MAX_REFERENCE_DEPTH) { RARCH_ERR("[Shaders] - Get Root Preset - Exceeded maximum reference depth(%u) without finding a full preset. " "This chain of referenced presets is likely cyclical.\n", SHADER_MAX_REFERENCE_DEPTH); config_file_free(conf); conf = NULL; goto end; } /* Get the absolute path for the reference */ fill_pathname_expanded_and_absolute(nested_reference_path, conf->path, conf->reference); /* Create a new config from the referenced path */ config_file_free(conf); conf = config_file_new_from_path_to_string(nested_reference_path); /* If we can't read the reference preset */ if (!conf) { RARCH_WARN("[Shaders]: Could not read shader preset in #reference line: %s\n", nested_reference_path); goto end; } reference_depth += 1; } end: free(nested_reference_path); return conf; } /** * video_shader_check_reference_chain: * @path_to_save : Path of the preset we want to validate is safe to save * as a simple preset * @reference_path : Path of the reference which we would want to write into * the new preset * * Checks to see if we can save a valid simple preset (preset with a #reference in it) * to this path * * This takes into account reference links which can't be loaded and if saving * this file would create a creating circular reference chain because some link in * the chain references the file path we want to save to * * Checks each preset in the chain of presets with #reference * Starts with reference_path, If it has no reference then our check is valid * If it has a #reference then check that the reference path is not the same as path_to_save * If it is not the same path then go the the next nested reference * * Continues this until it finds a preset without #reference in it, * or it hits the maximum recursion depth (at that point * it is probably in a self referential cycle) * * Returns: true (1) if it was able to load all presets and found a full preset * otherwise false (0). **/ static bool video_shader_check_reference_chain_for_save( const char *path_to_save, const char *reference_path) { config_file_t *conf = config_file_new_from_path_to_string( reference_path); char* nested_reference_path = (char*)malloc(PATH_MAX_LENGTH); char* path_to_save_conformed = (char*)malloc(PATH_MAX_LENGTH); bool return_val = true; strlcpy(path_to_save_conformed, path_to_save, PATH_MAX_LENGTH); pathname_conform_slashes_to_os(path_to_save_conformed); if (!conf) { RARCH_ERR("[Shaders]: Could not read the #reference preset: %s\n", reference_path); return_val = false; } else { int reference_depth = 1; while (conf->reference) { /* If we have reached the max depth of nested references stop attempting to read * the next reference because we are likely in a self referential loop. */ if (reference_depth > SHADER_MAX_REFERENCE_DEPTH) { RARCH_ERR("[Shaders] - Check Reference Chain for Save - Exceeded maximum reference depth(%u) without " "finding a full preset. This chain of referenced presets is likely cyclical.\n", SHADER_MAX_REFERENCE_DEPTH); return_val = false; break; } /* Get the absolute path for the reference */ fill_pathname_expanded_and_absolute(nested_reference_path, conf->path, conf->reference); /* If one of the reference paths is the same as the file we want to save then this reference chain would be * self-referential / cyclical and we can't save this as a simple preset*/ if (string_is_equal(nested_reference_path, path_to_save_conformed)) { RARCH_WARN("[Shaders]: Saving preset:\n" " %s\n" " With a #reference of:\n" " %s\n" " Would create a cyclical reference in preset:\n" " %s\n" " Which already references preset:\n" " %s\n\n", path_to_save_conformed, reference_path, conf->path, nested_reference_path); return_val = false; break; } /* Create a new config from the referenced path */ config_file_free(conf); conf = config_file_new_from_path_to_string(nested_reference_path); /* If we can't read the reference preset */ if (!conf) { RARCH_WARN("[Shaders]: Could not read shader preset" " in #reference line: %s\n", nested_reference_path); return_val = false; break; } reference_depth += 1; } } free(path_to_save_conformed); free(nested_reference_path); config_file_free(conf); return return_val; } /** * video_shader_write_referenced_preset: * @path : File to write to * @shader : Shader preset to write * * Writes a referenced preset to disk * A referenced preset is a preset which includes the #reference directive * as it's first line to specify a root preset and can also * include parameter and texture values to override the values * of the root preset * * Returns false if a referenced preset cannot be saved **/ static bool video_shader_write_referenced_preset( const char *path_to_save, const char *shader_dir, const struct video_shader *shader) { unsigned i; config_file_t *conf = NULL; config_file_t *reference_conf = NULL; struct video_shader *referenced_shader = (struct video_shader*) calloc(1, sizeof(*referenced_shader)); bool ret = false; bool continue_saving_reference = true; char *new_preset_basedir = strdup(path_to_save); char *config_dir = (char*)malloc(PATH_MAX_LENGTH); char *relative_temp_reference_path = (char*)malloc(PATH_MAX_LENGTH); char *abs_temp_reference_path = (char*)malloc(PATH_MAX_LENGTH); char *path_to_reference = (char*)malloc(PATH_MAX_LENGTH); char* path_to_save_conformed = (char*)malloc(PATH_MAX_LENGTH); strlcpy(path_to_save_conformed, path_to_save, PATH_MAX_LENGTH); pathname_conform_slashes_to_os(path_to_save_conformed); config_dir[0] = '\0'; relative_temp_reference_path[0] = '\0'; abs_temp_reference_path[0] = '\0'; path_to_reference[0] = '\0'; path_basedir(new_preset_basedir); /* Get the retroarch config dir where the automatically * loaded presets are located * and where Save Game Preset, Save Core Preset, * Save Global Preset save to */ fill_pathname_application_special(config_dir, PATH_MAX_LENGTH, APPLICATION_SPECIAL_DIRECTORY_CONFIG); /* If there is no initial preset path loaded */ if (string_is_empty(shader->loaded_preset_path)) { RARCH_WARN("[Shaders]: Saving Full Preset because the loaded Shader" "does not have " "a path to a previously loaded preset file on disk.\n"); goto end; } /* If the initial preset loaded is the ever-changing retroarch * preset don't save a reference * TODO/FIXME - remove once we don't write this preset anymore */ if (!strncmp(path_basename_nocompression(shader->loaded_preset_path), "retroarch", STRLEN_CONST("retroarch"))) { RARCH_WARN("[Shaders]: Saving Full Preset because we can't save" " a reference to the " "ever-changing retroarch preset.\n"); goto end; } strlcpy(path_to_reference, shader->loaded_preset_path, PATH_MAX_LENGTH); pathname_conform_slashes_to_os(path_to_reference); /* Get a config from the file we want to make a reference to */ reference_conf = config_file_new_from_path_to_string(path_to_reference); /* If the original preset can't be loaded, probably because * it isn't there anymore */ if (!reference_conf) { RARCH_WARN("[Shaders]: Saving Full Preset because the initially" " loaded preset can't be loaded. " "It was likely renamed or deleted.\n"); goto end; } /* If we are trying to save on top the path referenced in the * initially loaded preset. * * E.G. Preset_B references Preset_A, I load Preset_B do some * parameter adjustments, * then I save on top of Preset_A, we want to get a preset * just like the original Preset_A with the new parameter * adjustments. * * If there is a reference in the initially loaded preset, * we should check it against the preset path we are currently * trying to save */ if (reference_conf->reference) { /* Get the absolute path for the reference */ fill_pathname_expanded_and_absolute(abs_temp_reference_path, reference_conf->path, reference_conf->reference); pathname_conform_slashes_to_os(abs_temp_reference_path); /* If the reference is the same as the path we are trying to save to then this should be used as the reference to save */ if (string_is_equal(abs_temp_reference_path, path_to_save_conformed)) { strlcpy(path_to_reference, abs_temp_reference_path, PATH_MAX_LENGTH); config_file_free(reference_conf); reference_conf = config_file_new_from_path_to_string( path_to_reference); } } /* * If * The new preset file we are trying to save is the * same as the initially loaded preset * or * The initially loaded preset was located under the * retroarch config folder * this means that it was likely saved from inside the retroarch UI * Then * We should not save a preset with a reference to the initially loaded * preset file itself, instead we need to save a new preset with * the same reference as was in the initially loaded preset. */ /* If the reference path is the same as the path we want to save * or the reference path is in the config (auto shader) folder */ if ( string_is_equal(path_to_reference, path_to_save_conformed) || !strncmp(config_dir, path_to_reference, strlen(config_dir))) { /* If the config from the reference path has a reference in it, * we will use this same nested reference for the new preset */ if (reference_conf->reference) { /* Get the absolute path for the reference */ fill_pathname_expanded_and_absolute(path_to_reference, reference_conf->path, reference_conf->reference); /* If the reference path is also the same as what * we are trying to save This can easily happen E.G. - Save Preset As - Save Game Preset - Save Preset As (use same name as first time) */ if (string_is_equal(path_to_reference, path_to_save_conformed)) { config_file_free(reference_conf); reference_conf = config_file_new_from_path_to_string( path_to_reference); /* If the reference also has a reference inside it */ if (reference_conf->reference) { /* Get the absolute path for the reference */ fill_pathname_expanded_and_absolute(path_to_reference, reference_conf->path, reference_conf->reference); } /* If the config referenced is a full preset */ else { RARCH_WARN("[Shaders]: Saving Full Preset because we can't" " save a preset which " "would reference itself.\n"); goto end; } } } /* If there is no reference in the initial preset we need to * save a full preset */ else { /* We can't save a reference to ourselves */ RARCH_WARN("[Shaders]: Saving Full Preset because we can't save" " a preset which " "would reference itself.\n"); goto end; } } /* Check the reference chain that we would be saving to make sure it * is valid */ if (!video_shader_check_reference_chain_for_save( path_to_save_conformed, path_to_reference)) { RARCH_WARN("[Shaders]: Saving Full Preset because saving a" " Simple Preset would result " "in a cyclical reference, or a preset in the reference" " chain could not be read.\n"); goto end; } RARCH_DBG("[Shaders]: Reading Preset to Compare with" " Current Values: %s\n", path_to_save_conformed); /* Load the preset referenced in the preset into the shader */ if (!video_shader_load_preset_into_shader(path_to_reference, referenced_shader)) { RARCH_WARN("[Shaders]: Saving Full Preset because we could" " not load the preset from the #reference line: %s.\n", path_to_reference); goto end; } /* Create a new EMPTY config */ conf = config_file_new_alloc(); if (!(conf)) goto end; conf->path = strdup(path_to_save_conformed); pathname_make_slashes_portable(relative_temp_reference_path); /* Add the reference path to the config */ config_file_set_reference_path(conf, path_to_reference); /* Set modified to true so when you run config_file_write * it will save a file */ conf->modified = true; /* Compare the shader to a shader created from the referenced config to see if we can save a referenced preset and what parameters and textures of the root_config are overridden */ /* Check number of passes match */ if (shader->passes != referenced_shader->passes) { RARCH_WARN("[Shaders]: passes (Number of Passes) " "Current Value doesn't match Referenced Value" " - Full Preset will be Saved instead of Simple Preset\n"); continue_saving_reference = false; } /* Compare all passes from the shader, if anything is different * then we should not save a reference and instead save a * full preset instead. */ if (continue_saving_reference) { /* Step through each pass comparing all the properties to * make sure they match */ for (i = 0; (i < shader->passes && continue_saving_reference == true); i++) { const struct video_shader_pass *pass = &shader->pass[i]; const struct video_shader_pass *root_pass = &referenced_shader->pass[i]; const struct gfx_fbo_scale *fbo = &pass->fbo; const struct gfx_fbo_scale *root_fbo = &root_pass->fbo; if (!string_is_equal(pass->source.path, root_pass->source.path)) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u path", i); #endif continue_saving_reference = false; } if (continue_saving_reference && pass->filter != root_pass->filter) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u filter", i); #endif continue_saving_reference = false; } if (continue_saving_reference && pass->wrap != root_pass->wrap) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u wrap", i); #endif continue_saving_reference = false; } if (continue_saving_reference && pass->frame_count_mod != root_pass->frame_count_mod) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u frame_count", i); #endif continue_saving_reference = false; } if (continue_saving_reference && pass->mipmap != root_pass->mipmap) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u mipmap", i); #endif continue_saving_reference = false; } if (continue_saving_reference && !string_is_equal(pass->alias, root_pass->alias)) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u alias", i); #endif continue_saving_reference = false; } if (continue_saving_reference && fbo->type_x != root_fbo->type_x) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u type_x", i); #endif continue_saving_reference = false; } if (continue_saving_reference && fbo->type_y != root_fbo->type_y) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u type_y", i); #endif continue_saving_reference = false; } if (continue_saving_reference && fbo->scale_x != root_fbo->scale_x) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u scale_x", i); #endif continue_saving_reference = false; } if (continue_saving_reference && fbo->scale_y != root_fbo->scale_y) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u scale_y", i); #endif continue_saving_reference = false; } if (continue_saving_reference && fbo->fp_fbo != root_fbo->fp_fbo) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u fp_fbo", i); #endif continue_saving_reference = false; } if (continue_saving_reference && fbo->srgb_fbo != root_fbo->srgb_fbo) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u srgb_fbo", i); #endif continue_saving_reference = false; } if (continue_saving_reference && fbo->valid != root_fbo->valid) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u valid", i); #endif continue_saving_reference = false; } if (continue_saving_reference && fbo->abs_x != root_fbo->abs_x) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u abs_x", i); #endif continue_saving_reference = false; } if (continue_saving_reference && fbo->abs_y != root_fbo->abs_y) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u abs_y", i); #endif continue_saving_reference = false; } if (!continue_saving_reference) { #ifdef DEBUG RARCH_WARN(" Current Value doesn't match Referenced Value -" " Full Preset Will be Saved instead of Simple Preset\n"); #endif goto end; } } } /* If the shader has parameters */ if (shader->num_parameters) { for (i = 0; i < shader->num_parameters; i++) { /* If the parameter's current value is different * than the referenced shader then write the value * into the new preset */ if ( shader->parameters[i].current != referenced_shader->parameters[i].current) config_set_float(conf, shader->parameters[i].id, shader->parameters[i].current); } } /* If the shader has textures */ if (shader->luts) { for (i = 0; i < shader->luts; i++) { /* If the current shader texture path is different * than the referenced shader texture then write the * current path into the new preset */ if (!string_is_equal(referenced_shader->lut[i].path, shader->lut[i].path)) { char *path_for_save = (char*)malloc(PATH_MAX_LENGTH); fill_pathname_abbreviated_or_relative(path_for_save, conf->path, shader->lut[i].path, PATH_MAX_LENGTH); pathname_make_slashes_portable(path_for_save); config_set_string(conf, shader->lut[i].id, path_for_save); #ifdef DEBUG RARCH_DBG("[Shaders]: Texture override %s = %s.\n", shader->lut[i].id, path_for_save); #endif free(path_for_save); } } } /* Write the file, return will be true if successful */ RARCH_DBG("[Shaders]: Saving simple preset to: %s\n", path_to_save_conformed); ret = config_file_write(conf, path_to_save_conformed, false); end: config_file_free(conf); config_file_free(reference_conf); free(referenced_shader); free(abs_temp_reference_path); free(relative_temp_reference_path); free(new_preset_basedir); free(config_dir); free(path_to_reference); free(path_to_save_conformed); return ret; } /** * video_shader_load_root_config_into_shader: * @conf : Preset file to read from. * @shader : Shader handle. * * Loads preset file and all associated state (passes, textures, imports, etc). * * Returns: true (1) if successful, otherwise false (0). **/ static bool video_shader_load_root_config_into_shader( config_file_t *conf, settings_t *settings, struct video_shader *shader) { unsigned i; unsigned num_passes = 0; bool watch_files = settings->bools.video_shader_watch_files; /* This sets the shader to empty */ memset(shader, 0, sizeof(*shader)); if (!config_get_uint(conf, "shaders", &num_passes)) return false; if (!num_passes) return false; if (!config_get_int(conf, "feedback_pass", &shader->feedback_pass)) shader->feedback_pass = -1; shader->passes = MIN(num_passes, GFX_MAX_SHADERS); /* Set the path of the root preset for this shader */ strlcpy(shader->path, conf->path, sizeof(shader->path)); /* Set the path of the original preset which was loaded, for * a full preset config this is the same as the root config * For simple presets (using #reference) this different than * the root preset and it is the path to the * simple preset originally loaded, but that is set inside * video_shader_load_preset_into_shader*/ strlcpy( shader->loaded_preset_path, conf->path, sizeof(shader->loaded_preset_path)); if (watch_files) { union string_list_elem_attr attr; int flags = PATH_CHANGE_TYPE_MODIFIED | PATH_CHANGE_TYPE_WRITE_FILE_CLOSED | PATH_CHANGE_TYPE_FILE_MOVED | PATH_CHANGE_TYPE_FILE_DELETED; struct string_list file_list = {0}; attr.i = 0; if (file_change_data) frontend_driver_watch_path_for_changes(NULL, 0, &file_change_data); file_change_data = NULL; string_list_initialize(&file_list); string_list_append(&file_list, conf->path, attr); /* TODO We aren't currently watching the originally loaded preset * We should probably watch it for changes too */ for (i = 0; i < shader->passes; i++) { if (!video_shader_parse_pass(conf, &shader->pass[i], i)) { string_list_deinitialize(&file_list); return false; } string_list_append(&file_list, shader->pass[i].source.path, attr); } frontend_driver_watch_path_for_changes(&file_list, flags, &file_change_data); string_list_deinitialize(&file_list); } else { for (i = 0; i < shader->passes; i++) { if (!video_shader_parse_pass(conf, &shader->pass[i], i)) return false; } } if (!video_shader_parse_textures(conf, shader)) return false; /* Load the parameter values */ video_shader_resolve_parameters(shader); /* Load the parameter values */ video_shader_load_current_parameter_values(conf, shader); #ifdef DEBUG RARCH_DBG("[Shaders]: Number of Passes: %u\n", shader->passes); RARCH_DBG("[Shaders]: Number of Textures: %u\n", shader->luts); /* Log Texture Names & Paths */ for (i = 0; i < shader->luts; i++) RARCH_DBG("[Shaders]: %s = %s.\n", shader->lut[i].id, shader->lut[i].path); #endif return true; } /** * override_shader_values: * @override_conf : Config file who's values will be copied on top of conf * @shader : Shader to be affected * * Takes values from override_config and overrides values of the shader * * Returns 0 if nothing is overridden * Returns 1 if something is overridden **/ static bool override_shader_values(config_file_t *override_conf, struct video_shader *shader) { unsigned i; bool return_val = false; struct config_entry_list *entry = NULL; if (!shader || !override_conf) return 0; /* If the shader has parameters */ if (shader->num_parameters) { /* Step through the parameters in the shader and * see if there is an entry for each in the override config */ for (i = 0; i < shader->num_parameters; i++) { entry = config_get_entry(override_conf, shader->parameters[i].id); /* If the parameter is in the reference config */ if (entry) { struct video_shader_parameter *parameter = (struct video_shader_parameter*) video_shader_parse_find_parameter( shader->parameters, shader->num_parameters, shader->parameters[i].id); /* Set the shader's parameter value */ config_get_float(override_conf, shader->parameters[i].id, ¶meter->current); #ifdef DEBUG RARCH_DBG("[Shaders]: Parameter: %s = %f.\n", shader->parameters[i].id, shader->parameters[i].current); #endif return_val = true; } } } /* --------------------------------------------------------------------------------- * ------------- Resolve Override texture paths to absolute paths------------------- * --------------------------------------------------------------------------------- */ /* If the shader has textures */ if (shader->luts) { char *override_tex_path = (char*)malloc(PATH_MAX_LENGTH); override_tex_path[0] = '\0'; /* Step through the textures in the shader and see if there is an entry * for each in the override config */ for (i = 0; i < shader->luts; i++) { entry = config_get_entry(override_conf, shader->lut[i].id); /* If the texture is defined in the reference config */ if (entry) { /* Texture path from shader the config */ config_get_path(override_conf, shader->lut[i].id, override_tex_path, PATH_MAX_LENGTH); /* Get the absolute path */ fill_pathname_expanded_and_absolute(shader->lut[i].path, override_conf->path, override_tex_path); #ifdef DEBUG RARCH_DBG("[Shaders]: Texture: %s = %s.\n", shader->lut[i].id, shader->lut[i].path); #endif return_val = true; } } free(override_tex_path); } return return_val; } /** * video_shader_write_preset: * @path : File to write to * @shader : Shader to write * @reference : Whether a simple preset should be written * with the #reference to another preset in it * * Writes a preset to disk. Can be written as a simple preset * (With the #reference directive in it) or a full preset. **/ bool video_shader_write_preset(const char *path, const char *shader_dir, const struct video_shader *shader, bool reference) { /* We need to clean up paths to be able to properly process them * path and shader->loaded_preset_path can use '/' on * Windows due to Qt being Qt */ char preset_dir[PATH_MAX_LENGTH]; if (!shader || string_is_empty(path)) return false; fill_pathname_join(preset_dir, shader_dir, "presets", sizeof(preset_dir)); /* If we should still save a referenced preset do it now */ if (reference) { if (video_shader_write_referenced_preset(path, shader_dir, shader)) return true; RARCH_WARN("[Shaders]: Failed writing Simple Preset to %s - " "Full Preset Will be Saved instead.\n", path); } /* If we aren't saving a referenced preset or weren't able to save one * then save a full preset */ if (path) return video_shader_write_root_preset(shader, path); return false; } /** * video_shader_load_preset_into_shader: * @path : Path to preset file, could be a * Simple Preset (including a #reference) or Full Preset * @shader : Shader * * Loads preset file to a shader including passes, textures * and parameters * * Returns: true (1) if successful, otherwise false (0). **/ bool video_shader_load_preset_into_shader(const char *path, struct video_shader *shader) { unsigned i = 0; bool ret = true; char override_conf_paths[SHADER_MAX_REFERENCE_DEPTH][PATH_MAX_LENGTH]; config_file_t *conf = NULL; /* Get the root config, If we were able to get a root_config * that means the reference chain is valid */ config_file_t *root_conf = video_shader_get_root_preset_config(path); if (!root_conf) { #ifdef DEBUG RARCH_LOG("\n"); RARCH_WARN("[Shaders]: Could not read root preset: %s \n", path); #endif ret = false; goto end; } /* If we were able to get a root_config that means that the * whole reference chain is valid */ #ifdef DEBUG RARCH_DBG("\n"); #endif video_shader_load_root_config_into_shader(root_conf, config_get_ptr(), shader); /* If the root_conf path matches the original path then * there are no references so we just load it and go to the end */ if (string_is_equal(root_conf->path, path)) goto end; /* Get the config from the initial preset file * We don't need to check it's validity because it must * have been valid to get the root preset */ conf = config_file_new_from_path_to_string(path); /* Set all override_conf_paths to empty so we know which * ones have been filled */ for (i = 0; i < SHADER_MAX_REFERENCE_DEPTH; i++) override_conf_paths[i][0] = '\0'; i = 0; #ifdef DEBUG RARCH_DBG("\n"); RARCH_DBG("[Shaders]: Crawl Preset Reference Chain\n"); #endif /* If the config has a reference then we need gather all presets from the * chain of references to apply their values later */ while (conf->reference) { char* reference_preset_path = (char*)malloc(PATH_MAX_LENGTH); i++; #ifdef DEBUG RARCH_DBG("[Shaders]: Preset (Depth %u): %s \n", i, conf->path); #endif /* Add the reference to the list */ strlcpy(override_conf_paths[i], conf->path, PATH_MAX_LENGTH); /* Get the absolute path for the reference */ fill_pathname_expanded_and_absolute(reference_preset_path, conf->path, conf->reference); #ifdef DEBUG RARCH_DBG("[Shaders]: #reference = %s \n", reference_preset_path); #endif /* Create a new config from this reference level */ config_file_free(conf); conf = config_file_new_from_path_to_string(reference_preset_path); free(reference_preset_path); } /* Step back through the references starting with the one * referencing the root config and apply overrides for each one */ #ifdef DEBUG RARCH_DBG("\n"); RARCH_DBG("[Shaders]: Start Applying Simple Preset Overrides\n"); #endif while (i) { config_file_t *override_conf = config_file_new_from_path_to_string( override_conf_paths[i]); #ifdef DEBUG RARCH_DBG("[Shaders]: Depth %u Apply Overrides\n", i); RARCH_DBG("[Shaders]: Apply values from: %s\n", override_conf->path); #endif override_shader_values(override_conf, shader); config_file_free(override_conf); i--; } #ifdef DEBUG RARCH_DBG("[Shaders]: End Apply Overrides\n"); RARCH_DBG("\n"); #endif /* Set Path for originally loaded preset because it is * different than the root preset path */ strlcpy( shader->loaded_preset_path, path, sizeof(shader->loaded_preset_path)); end: config_file_free(conf); config_file_free(root_conf); return ret; } const char *video_shader_type_to_str(enum rarch_shader_type type) { switch (type) { case RARCH_SHADER_CG: return "Cg"; case RARCH_SHADER_HLSL: return "HLSL"; case RARCH_SHADER_GLSL: return "GLSL"; case RARCH_SHADER_SLANG: return "Slang"; case RARCH_SHADER_METAL: return "Metal"; case RARCH_SHADER_NONE: return "none"; default: break; } return "???"; } /** * video_shader_is_supported: * Tests if a shader type is supported. * This is only accurate once the context driver was initialized. **/ bool video_shader_is_supported(enum rarch_shader_type type) { gfx_ctx_flags_t flags; enum display_flags testflag = GFX_CTX_FLAGS_NONE; flags.flags = 0; switch (type) { case RARCH_SHADER_SLANG: testflag = GFX_CTX_FLAGS_SHADERS_SLANG; break; case RARCH_SHADER_GLSL: testflag = GFX_CTX_FLAGS_SHADERS_GLSL; break; case RARCH_SHADER_CG: testflag = GFX_CTX_FLAGS_SHADERS_CG; break; case RARCH_SHADER_HLSL: testflag = GFX_CTX_FLAGS_SHADERS_HLSL; break; case RARCH_SHADER_NONE: default: return false; } video_context_driver_get_flags(&flags); return BIT32_GET(flags.flags, testflag); } const char *video_shader_get_preset_extension(enum rarch_shader_type type) { switch (type) { case RARCH_SHADER_GLSL: return ".glslp"; case RARCH_SHADER_SLANG: return ".slangp"; case RARCH_SHADER_HLSL: case RARCH_SHADER_CG: return ".cgp"; default: break; } return NULL; } bool video_shader_any_supported(void) { gfx_ctx_flags_t flags; flags.flags = 0; video_context_driver_get_flags(&flags); return BIT32_GET(flags.flags, GFX_CTX_FLAGS_SHADERS_SLANG) || BIT32_GET(flags.flags, GFX_CTX_FLAGS_SHADERS_GLSL) || BIT32_GET(flags.flags, GFX_CTX_FLAGS_SHADERS_CG) || BIT32_GET(flags.flags, GFX_CTX_FLAGS_SHADERS_HLSL); } enum rarch_shader_type video_shader_get_type_from_ext( const char *ext, bool *is_preset) { if (string_is_empty(ext)) return RARCH_SHADER_NONE; if (strlen(ext) > 1 && ext[0] == '.') ext++; if (is_preset) *is_preset = string_is_equal_case_insensitive(ext, "cgp") || string_is_equal_case_insensitive(ext, "glslp") || string_is_equal_case_insensitive(ext, "slangp"); if (string_is_equal_case_insensitive(ext, "cgp") || string_is_equal_case_insensitive(ext, "cg") ) return RARCH_SHADER_CG; if (string_is_equal_case_insensitive(ext, "glslp") || string_is_equal_case_insensitive(ext, "glsl") ) return RARCH_SHADER_GLSL; if (string_is_equal_case_insensitive(ext, "slangp") || string_is_equal_case_insensitive(ext, "slang") ) return RARCH_SHADER_SLANG; return RARCH_SHADER_NONE; } bool video_shader_check_for_changes(void) { if (!file_change_data) return false; return frontend_driver_check_for_path_changes(file_change_data); } void dir_free_shader( struct rarch_dir_shader_list *dir_list, bool shader_remember_last_dir) { if (dir_list->shader_list) { dir_list_free(dir_list->shader_list); dir_list->shader_list = NULL; } if (dir_list->directory) { free(dir_list->directory); dir_list->directory = NULL; } dir_list->selection = 0; dir_list->shader_loaded = false; dir_list->remember_last_preset_dir = shader_remember_last_dir; } static bool dir_init_shader_internal( bool shader_remember_last_dir, struct rarch_dir_shader_list *dir_list, const char *shader_dir, const char *shader_file_name, bool show_hidden_files) { size_t i; struct string_list *new_list = dir_list_new_special( shader_dir, DIR_LIST_SHADERS, NULL, show_hidden_files); bool search_file_name = shader_remember_last_dir && !string_is_empty(shader_file_name); if (!new_list) return false; if (new_list->size < 1) { dir_list_free(new_list); return false; } dir_list_sort(new_list, false); dir_list->shader_list = new_list; dir_list->directory = strdup(shader_dir); dir_list->selection = 0; dir_list->shader_loaded = false; dir_list->remember_last_preset_dir = shader_remember_last_dir; if (search_file_name) { for (i = 0; i < new_list->size; i++) { const char *file_name = NULL; const char *file_path = new_list->elems[i].data; if (string_is_empty(file_path)) continue; /* If a shader file name has been provided, * search the list for a match and set 'selection' * index if found */ file_name = path_basename(file_path); if (!string_is_empty(file_name) && string_is_equal(file_name, shader_file_name)) { RARCH_LOG("[Shaders]: %s \"%s\".\n", msg_hash_to_str(MSG_FOUND_SHADER), file_path); dir_list->selection = i; break; } } } return true; } void dir_init_shader( void *menu_driver_data_, settings_t *settings, struct rarch_dir_shader_list *dir_list) { bool show_hidden_files = settings->bools.show_hidden_files; bool shader_remember_last_dir = settings->bools.video_shader_remember_last_dir; const char *directory_video_shader = settings->paths.directory_video_shader; const char *directory_menu_config = settings->paths.directory_menu_config; bool video_shader_remember_last_dir = settings->bools.video_shader_remember_last_dir; const char *last_shader_preset_dir = NULL; const char *last_shader_preset_file_name = NULL; #if defined(HAVE_MENU) menu_handle_t *menu = (menu_handle_t*)menu_driver_data_; enum rarch_shader_type last_shader_preset_type = menu ? menu->last_shader_selection.preset_type : RARCH_SHADER_NONE; menu_driver_get_last_shader_preset_path( &last_shader_preset_dir, &last_shader_preset_file_name); #else enum rarch_shader_type last_shader_preset_type = RARCH_SHADER_NONE; #endif /* Always free existing shader list */ dir_free_shader(dir_list, video_shader_remember_last_dir); /* Try directory of last selected shader preset */ if (shader_remember_last_dir && (last_shader_preset_type != RARCH_SHADER_NONE) && !string_is_empty(last_shader_preset_dir) && dir_init_shader_internal( video_shader_remember_last_dir, dir_list, last_shader_preset_dir, last_shader_preset_file_name, show_hidden_files)) return; /* Try video shaders directory */ if (!string_is_empty(directory_video_shader) && dir_init_shader_internal( video_shader_remember_last_dir, dir_list, directory_video_shader, NULL, show_hidden_files)) return; /* Try config directory */ if (!string_is_empty(directory_menu_config) && dir_init_shader_internal( video_shader_remember_last_dir, dir_list, directory_menu_config, NULL, show_hidden_files)) return; /* Try 'top level' directory containing main * RetroArch config file */ if (!path_is_empty(RARCH_PATH_CONFIG)) { char *rarch_config_directory = strdup(path_get(RARCH_PATH_CONFIG)); path_basedir(rarch_config_directory); if (!string_is_empty(rarch_config_directory)) dir_init_shader_internal( video_shader_remember_last_dir, dir_list, rarch_config_directory, NULL, show_hidden_files); free(rarch_config_directory); } } void dir_check_shader( void *menu_driver_data_, settings_t *settings, struct rarch_dir_shader_list *dir_list, bool pressed_next, bool pressed_prev) { bool video_shader_remember_last_dir = settings->bools.video_shader_remember_last_dir; const char *last_shader_preset_dir = NULL; const char *last_shader_preset_file_name = NULL; const char *set_shader_path = NULL; bool dir_list_initialised = false; #if defined(HAVE_MENU) void *menu_ptr = menu_driver_data_; menu_handle_t *menu = (menu_handle_t*)menu_ptr; enum rarch_shader_type last_shader_preset_type = menu ? menu->last_shader_selection.preset_type : RARCH_SHADER_NONE; menu_driver_get_last_shader_preset_path( &last_shader_preset_dir, &last_shader_preset_file_name); #else void *menu_ptr = NULL; enum rarch_shader_type last_shader_preset_type = RARCH_SHADER_NONE; #endif /* Check whether shader list needs to be * (re)initialised */ if (!dir_list->shader_list || (dir_list->remember_last_preset_dir != video_shader_remember_last_dir) || (video_shader_remember_last_dir && (last_shader_preset_type != RARCH_SHADER_NONE) && !string_is_equal(dir_list->directory, last_shader_preset_dir))) { dir_init_shader(menu_ptr, settings, dir_list); dir_list_initialised = true; } if (!dir_list->shader_list || (dir_list->shader_list->size < 1)) return; /* Check whether a 'last used' shader file * name is provided * > Note: We can end up calling * string_is_equal(dir_list->directory, last_shader_preset_dir) * twice. This is wasteful, but we cannot safely cache * the first result since dir_init_shader() is called * in-between the two invocations... */ if (video_shader_remember_last_dir && (last_shader_preset_type != RARCH_SHADER_NONE) && string_is_equal(dir_list->directory, last_shader_preset_dir) && !string_is_empty(last_shader_preset_file_name)) { /* Ensure that we start with a dir_list selection * index matching the last used shader */ if (!dir_list_initialised) { const char *current_file_path = NULL; const char *current_file_name = NULL; if (dir_list->selection < dir_list->shader_list->size) current_file_path = dir_list->shader_list->elems[dir_list->selection].data; if (!string_is_empty(current_file_path)) current_file_name = path_basename(current_file_path); if (!string_is_empty(current_file_name) && !string_is_equal(current_file_name, last_shader_preset_file_name)) { size_t i; for (i = 0; i < dir_list->shader_list->size; i++) { const char *file_path = dir_list->shader_list->elems[i].data; const char *file_name = NULL; if (string_is_empty(file_path)) continue; file_name = path_basename(file_path); if (string_is_empty(file_name)) continue; if (string_is_equal(file_name, last_shader_preset_file_name)) { dir_list->selection = i; break; } } } } #ifdef HAVE_MENU /* Check whether the shader referenced by the * current selection index is already loaded */ if (!dir_list->shader_loaded) { struct video_shader *shader = menu_shader_get(); if (shader && !string_is_empty(shader->loaded_preset_path)) { char last_shader_path[PATH_MAX_LENGTH]; last_shader_path[0] = '\0'; fill_pathname_join(last_shader_path, last_shader_preset_dir, last_shader_preset_file_name, sizeof(last_shader_path)); if (string_is_equal(last_shader_path, shader->loaded_preset_path)) dir_list->shader_loaded = true; } } #endif } /* Select next shader in list */ if (pressed_next) { /* Only increment selection if a shader * from this list has already been loaded * (otherwise first entry in the list may * be skipped) */ if (dir_list->shader_loaded) { if (dir_list->selection < dir_list->shader_list->size - 1) dir_list->selection++; else dir_list->selection = 0; } } /* Select previous shader in list */ else if (pressed_prev) { if (dir_list->selection > 0) dir_list->selection--; else dir_list->selection = dir_list->shader_list->size - 1; } else return; set_shader_path = dir_list->shader_list->elems[dir_list->selection].data; #if defined(HAVE_MENU) menu_driver_set_last_shader_preset_path(set_shader_path); #endif command_set_shader(NULL, set_shader_path); dir_list->shader_loaded = true; } static bool retroarch_load_shader_preset_internal( char *s, size_t len, const char *shader_directory, const char *core_name, const char *special_name) { unsigned i; static enum rarch_shader_type types[] = { /* Shader preset priority, highest to lowest * only important for video drivers with multiple shader backends */ RARCH_SHADER_GLSL, RARCH_SHADER_SLANG, RARCH_SHADER_CG, RARCH_SHADER_HLSL }; for (i = 0; i < ARRAY_SIZE(types); i++) { if (!video_shader_is_supported(types[i])) continue; /* Concatenate strings into full paths */ if (!string_is_empty(core_name)) fill_pathname_join_special_ext(s, shader_directory, core_name, special_name, video_shader_get_preset_extension(types[i]), len); else { if (string_is_empty(special_name)) break; fill_pathname_join(s, shader_directory, special_name, len); strlcat(s, video_shader_get_preset_extension(types[i]), len); } if (path_is_valid(s)) return true; } return false; } bool load_shader_preset(settings_t *settings, const char *core_name, char *s, size_t len) { const char *video_shader_directory = settings->paths.directory_video_shader; const char *menu_config_directory = settings->paths.directory_menu_config; const char *rarch_path_basename = path_get(RARCH_PATH_BASENAME); const char *game_name = path_basename(rarch_path_basename); const char *dirs[3] = {0}; size_t i = 0; char shader_path[PATH_MAX_LENGTH]; char content_dir_name[PATH_MAX_LENGTH]; char config_file_directory[PATH_MAX_LENGTH]; char old_presets_directory[PATH_MAX_LENGTH]; shader_path[0] = '\0'; content_dir_name[0] = '\0'; config_file_directory[0] = '\0'; old_presets_directory[0] = '\0'; if (!string_is_empty(rarch_path_basename)) fill_pathname_parent_dir_name(content_dir_name, rarch_path_basename, sizeof(content_dir_name)); config_file_directory[0] = '\0'; if (!path_is_empty(RARCH_PATH_CONFIG)) fill_pathname_basedir(config_file_directory, path_get(RARCH_PATH_CONFIG), sizeof(config_file_directory)); old_presets_directory[0] = '\0'; if (!string_is_empty(video_shader_directory)) fill_pathname_join(old_presets_directory, video_shader_directory, "presets", sizeof(old_presets_directory)); dirs[0] = menu_config_directory; dirs[1] = config_file_directory; dirs[2] = old_presets_directory; for (i = 0; i < ARRAY_SIZE(dirs); i++) { if (string_is_empty(dirs[i])) continue; /* Game-specific shader preset found? */ if (retroarch_load_shader_preset_internal( shader_path, sizeof(shader_path), dirs[i], core_name, game_name)) goto success; /* Folder-specific shader preset found? */ if (retroarch_load_shader_preset_internal( shader_path, sizeof(shader_path), dirs[i], core_name, content_dir_name)) goto success; /* Core-specific shader preset found? */ if (retroarch_load_shader_preset_internal( shader_path, sizeof(shader_path), dirs[i], core_name, core_name)) goto success; /* Global shader preset found? */ if (retroarch_load_shader_preset_internal( shader_path, sizeof(shader_path), dirs[i], NULL, "global")) goto success; } return false; success: /* Shader preset exists, load it. */ strlcpy(s, shader_path, len); return true; } bool apply_shader( settings_t *settings, enum rarch_shader_type type, const char *preset_path, bool message) { char msg[256]; video_driver_state_t *video_st = video_state_get_ptr(); runloop_state_t *runloop_st = runloop_state_get_ptr(); const char *core_name = runloop_st->system.info.library_name; const char *preset_file = NULL; #ifdef HAVE_MENU struct video_shader *shader = menu_shader_get(); #endif /* Disallow loading shaders when no core is loaded */ if (string_is_empty(core_name)) return false; if (!string_is_empty(preset_path)) preset_file = path_basename_nocompression(preset_path); /* TODO/FIXME - This loads the shader into the video driver * But then we load the shader from disk twice more to put it in the menu * We need to reconfigure this at some point to only load it once */ if (video_st->current_video->set_shader) { if ((video_st->current_video->set_shader( video_st->data, type, preset_path))) { configuration_set_bool(settings, settings->bools.video_shader_enable, true); if (!string_is_empty(preset_path)) { strlcpy(runloop_st->runtime_shader_preset_path, preset_path, sizeof(runloop_st->runtime_shader_preset_path)); #ifdef HAVE_MENU /* reflect in shader manager */ if (menu_shader_manager_set_preset( shader, type, preset_path, false)) shader->modified = false; #endif } else runloop_st->runtime_shader_preset_path[0] = '\0'; if (message) { /* Display message */ if (preset_file) snprintf(msg, sizeof(msg), "%s: \"%s\"", msg_hash_to_str(MSG_SHADER), preset_file); else snprintf(msg, sizeof(msg), "%s: %s", msg_hash_to_str(MSG_SHADER), msg_hash_to_str(MENU_ENUM_LABEL_VALUE_NONE) ); #ifdef HAVE_GFX_WIDGETS if (dispwidget_get_ptr()->active) gfx_widget_set_generic_message(msg, 2000); else #endif runloop_msg_queue_push(msg, 1, 120, true, NULL, MESSAGE_QUEUE_ICON_DEFAULT, MESSAGE_QUEUE_CATEGORY_INFO); } RARCH_LOG("%s \"%s\".\n", msg_hash_to_str(MSG_APPLYING_SHADER), preset_path ? preset_path : "null"); return true; } } #ifdef HAVE_MENU /* reflect in shader manager */ menu_shader_manager_set_preset(shader, type, NULL, false); #endif /* Display error message */ fill_pathname_join_delim(msg, msg_hash_to_str(MSG_FAILED_TO_APPLY_SHADER_PRESET), preset_file ? preset_file : "null", ' ', sizeof(msg)); runloop_msg_queue_push( msg, 1, 180, true, NULL, MESSAGE_QUEUE_ICON_DEFAULT, MESSAGE_QUEUE_CATEGORY_ERROR); return false; } /* get the name of the current shader preset */ const char *retroarch_get_shader_preset(void) { settings_t *settings = config_get_ptr(); runloop_state_t *runloop_st = runloop_state_get_ptr(); video_driver_state_t *video_st = video_state_get_ptr(); const char *core_name = runloop_st->system.info.library_name; bool video_shader_enable = settings->bools.video_shader_enable; unsigned video_shader_delay = settings->uints.video_shader_delay; bool auto_shaders_enable = settings->bools.auto_shaders_enable; bool cli_shader_disable = video_st->cli_shader_disable; if (!video_shader_enable) return NULL; if (video_shader_delay && !runloop_st->shader_delay_timer.timer_end) return NULL; /* Disallow loading auto-shaders when no core is loaded */ if (string_is_empty(core_name)) return NULL; if (!string_is_empty(runloop_st->runtime_shader_preset_path)) return runloop_st->runtime_shader_preset_path; /* load auto-shader once, --set-shader works like a global auto-shader */ if (video_st->shader_presets_need_reload && !cli_shader_disable) { video_st->shader_presets_need_reload = false; if (video_shader_is_supported( video_shader_parse_type(video_st->cli_shader_path))) strlcpy(runloop_st->runtime_shader_preset_path, video_st->cli_shader_path, sizeof(runloop_st->runtime_shader_preset_path)); else { if (auto_shaders_enable) /* sets runtime_shader_preset_path */ { if (load_shader_preset( settings, runloop_st->system.info.library_name, runloop_st->runtime_shader_preset_path, sizeof(runloop_st->runtime_shader_preset_path))) { RARCH_LOG("[Shaders]: Specific shader preset found at \"%s\".\n", runloop_st->runtime_shader_preset_path); } } } return runloop_st->runtime_shader_preset_path; } return NULL; }