RetroArch/gfx/video_shader_parse.c
LibretroAdmin b2634ea588 * Create fill_pathname_join_special - and specify fill_pathname_join
as deprecated.
* Use fill_pathname_join_special in the vast majority of cases where
we can ensure out_path is a new empty string
* Get rid of some extension concatenation with strlcat where encountered
* Some general cleanups with NULL termination of strings that get immediately
passed to strlcpy/strlcpy-adjacent functions
2022-08-04 14:19:38 +02:00

2649 lines
82 KiB
C

/* 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 <http:www.gnu.org/licenses/>.
*/
#include <stdlib.h>
#include <string.h>
#ifdef HAVE_CONFIG_H
#include "../config.h"
#endif
#include <libretro.h>
#include <compat/posix_string.h>
#include <compat/msvc.h>
#include <compat/strl.h>
#include <file/file_path.h>
#include <lrc_hash.h>
#include <string/stdstring.h>
#include <streams/file_stream.h>
#include <lists/dir_list.h>
#include <lists/string_list.h>
#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:
* @param out_path
* String to write into.
* @param in_refpath
* Used to get the base path if in_path is relative.
* @param 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];
/* 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);
}
static void gather_reference_path_list(
struct path_linked_list *in_path_linked_list,
char *path,
int reference_depth)
{
config_file_t *conf = NULL;
if (reference_depth > SHADER_MAX_REFERENCE_DEPTH)
return;
if ((conf = config_file_new_from_path_to_string(path)))
{
struct path_linked_list *ref_tmp = (struct path_linked_list*)conf->references;
while (ref_tmp)
{
char* reference_preset_path = (char*)malloc(PATH_MAX_LENGTH);
fill_pathname_expanded_and_absolute(reference_preset_path, conf->path, ref_tmp->path);
gather_reference_path_list(in_path_linked_list, reference_preset_path, reference_depth + 1);
free(reference_preset_path);
ref_tmp = ref_tmp->next;
}
path_linked_list_add_path(in_path_linked_list, path);
}
else
{
RARCH_WARN("\n [Shaders]: No Preset located at \"%s\".\n", path);
}
config_file_free(conf);
}
/**
* wrap_mode_to_str:
* @param type
* Wrap type.
*
* Translates wrap mode to human-readable string identifier.
*
* @return 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:
* @param type
* Wrap type in human-readable string format.
*
* Translates wrap mode from human-readable string to enum mode value.
*
* @return 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:
* @param conf
* Preset file to read from.
* @param pass
* Shader passes handle.
* @param i
* Index of shader pass.
*
* Parses shader pass from preset file.
*
* @return true if successful, otherwise false.
**/
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;
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)
{
strlcpy(scale_type_x, scale_type, sizeof(scale_type_x));
strlcpy(scale_type_y, scale_type, sizeof(scale_type_y));
}
else if (!*scale_type_x && !*scale_type_y)
return true;
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: \"%s\".\n", scale_type_x);
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: \"%s\".\n", scale_type_y);
return false;
}
}
snprintf(attr_name_buf, sizeof(attr_name_buf), "scale%u", i);
if (scale->type_x == RARCH_SCALE_ABSOLUTE)
{
int iattr = 0;
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
{
float fattr = 0.0f;
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)
{
int iattr = 0;
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
{
float fattr = 0.0f;
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:
* @param conf
* Preset file to read from.
* @param shader
* Shader pass handle.
*
* Parses shader textures.
*
* @return true if successful, otherwise false.
**/
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))
{
size_t len;
char id_filter[64];
char id_wrap[64];
char id_mipmap[64];
bool mipmap = false;
bool smooth = false;
struct config_entry_list
*entry = NULL;
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));
len = strlcpy(id_filter, id, sizeof(id_filter));
id_filter[len ] = '_';
id_filter[len+1] = 'l';
id_filter[len+2] = 'i';
id_filter[len+3] = 'n';
id_filter[len+4] = 'e';
id_filter[len+5] = 'a';
id_filter[len+6] = 'r';
id_filter[len+7] = '\n';
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;
len = strlcpy(id_wrap, id, sizeof(id_wrap));
id_wrap[len ] = '_';
id_wrap[len+1 ] = 'w';
id_wrap[len+2 ] = 'r';
id_wrap[len+3 ] = 'a';
id_wrap[len+4 ] = 'p';
id_wrap[len+5 ] = '_';
id_wrap[len+6 ] = 'm';
id_wrap[len+7 ] = 'o';
id_wrap[len+8 ] = 'd';
id_wrap[len+9 ] = 'e';
id_wrap[len+10] = '\n';
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;
len = strlcpy(id_mipmap, id, sizeof(id_mipmap));
id_mipmap[len ] = '_';
id_mipmap[len+1 ] = 'm';
id_mipmap[len+2 ] = 'i';
id_mipmap[len+3 ] = 'p';
id_mipmap[len+4 ] = 'm';
id_mipmap[len+5 ] = 'a';
id_mipmap[len+6 ] = 'p';
id_mipmap[len+7 ] = '\n';
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:
* @param params
* Shader parameter handle.
* @param num_params
* Number of shader params in @params.
* param id
* Identifier to search for.
*
* Finds a shader parameter with identifier @id in @params..
*
* @return 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 &params[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.
*
**/
void video_shader_resolve_parameters(struct video_shader *shader)
{
unsigned i;
struct video_shader_parameter *param = &shader->parameters[0];
shader->num_parameters = 0;
#ifdef DEBUG
/* Find all parameters in our shaders. */
RARCH_DBG("[Shaders]: Finding parameters in shader passes (#pragma parameter)..\n");
#endif
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 */
if ((ret = sscanf(line, "#pragma parameter %63s \"%63[^\"]\" %f %f %f %f",
param->id, param->desc, &param->initial,
&param->minimum, &param->maximum, &param->step)) < 5)
continue;
param->id[63] = '\0';
param->desc[63] = '\0';
if (ret == 5)
param->step = 0.1f * (param->maximum - param->minimum);
param->pass = i;
#ifdef DEBUG
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);
#endif
param->current = param->initial;
shader->num_parameters++;
param++;
}
string_list_deinitialize(&lines);
}
}
}
/**
* video_shader_load_current_parameter_values:
* @param conf
* Preset file to read from.
* @param 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.
*
* @return true (1) if successful, otherwise false (0).
**/
bool video_shader_load_current_parameter_values(
config_file_t *conf, struct video_shader *shader)
{
unsigned i;
if (!conf)
return false;
/* For all parameters in the shader see if there is any config value set */
for (i = 0; i < shader->num_parameters; i++)
{
const struct config_entry_list *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 each parameter read */
if (config_get_float(conf, shader->parameters[i].id, &parameter->current))
RARCH_DBG("[Shaders]: Load parameter value: \"%s\" = %f.\n", shader->parameters[i].id, parameter->current);
else
RARCH_WARN("[Shaders]: Load parameter value: \"%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_string(conf, key, fbo->fp_fbo ? "true" : "false");
snprintf(key, sizeof(key), "srgb_framebuffer%u", i);
config_set_string(conf, key, fbo->srgb_fbo ? "true" : "false");
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)
{
unsigned i;
char key[64];
bool ret = true;
char *tmp = (char*)malloc(3 * PATH_MAX_LENGTH);
char *tmp_rel = tmp + PATH_MAX_LENGTH;
char *tmp_base = tmp + 2 * PATH_MAX_LENGTH;
config_file_t *conf = NULL;
if (!(conf = config_file_new_alloc()))
return false;
if (!tmp)
{
config_file_free(conf);
return false;
}
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, PATH_MAX_LENGTH);
/* ensure we use a clean base like the shader passes and texture paths do */
path_resolve_realpath(tmp_base, PATH_MAX_LENGTH, 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, PATH_MAX_LENGTH);
path_relative_to(tmp_rel, tmp, tmp_base, PATH_MAX_LENGTH);
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_string(conf, key,
(pass->filter == RARCH_FILTER_LINEAR)
? "true"
: "false");
}
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_string(conf, key, pass->mipmap ? "true" : "false");
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];
/* 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 k[128];
size_t len = strlcpy(k, shader->lut[i].id, sizeof(k));
k[len ] = '_';
k[len+1 ] = 'l';
k[len+2 ] = 'i';
k[len+3 ] = 'n';
k[len+4 ] = 'e';
k[len+5 ] = 'a';
k[len+6 ] = 'r';
k[len+7 ] = '\n';
config_set_string(conf, k,
(shader->lut[i].filter == RARCH_FILTER_LINEAR)
? "true"
: "false");
}
/* Wrap Mode */
{
char k[128];
size_t len = strlcpy(k, shader->lut[i].id, sizeof(k));
k[len ] = '_';
k[len+1 ] = 'w';
k[len+2 ] = 'r';
k[len+3 ] = 'a';
k[len+4 ] = 'p';
k[len+5 ] = '_';
k[len+6 ] = 'm';
k[len+7 ] = 'o';
k[len+8 ] = 'd';
k[len+9 ] = 'e';
k[len+10] = '\n';
config_set_string(conf, k,
wrap_mode_to_str(shader->lut[i].wrap));
}
/* Mipmap On or Off */
{
char k[128];
size_t len = strlcpy(k, shader->lut[i].id, sizeof(k));
k[len ] = '_';
k[len+1 ] = 'm';
k[len+2 ] = 'i';
k[len+3 ] = 'p';
k[len+4 ] = 'm';
k[len+5 ] = 'a';
k[len+6 ] = 'p';
k[len+7 ] = '\n';
config_set_string(conf, k, shader->lut[i].mipmap
? "true"
: "false");
}
}
}
/* Write the File! */
ret = config_file_write(conf, path, false);
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;
char* nested_reference_path = NULL;
config_file_t *conf = config_file_new_from_path_to_string(path);
if (!conf)
return NULL;
nested_reference_path = (char*)malloc(PATH_MAX_LENGTH);
while (conf->references)
{
/* 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;
free(nested_reference_path);
return NULL;
}
/* Get the absolute path for the reference */
fill_pathname_expanded_and_absolute(nested_reference_path, conf->path, conf->references->path);
/* Create a new config from the referenced path */
config_file_free(conf);
/* If we can't read the reference preset */
if (!(conf = config_file_new_from_path_to_string(nested_reference_path)))
{
RARCH_WARN("[Shaders]: Could not read shader preset in #reference line: \"%s\".\n", nested_reference_path);
free(nested_reference_path);
return NULL;
}
reference_depth += 1;
}
free(nested_reference_path);
return conf;
}
/**
* video_shader_check_reference_chain:
* @param path_to_save
* Path of the preset we want to validate is safe to save as
* a simple preset.
* @param 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)
*
* @return 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 *ref_path)
{
config_file_t *conf = config_file_new_from_path_to_string(ref_path);
bool ret = true;
if (!conf)
{
RARCH_ERR("[Shaders]: Could not read the #reference preset: \"%s\".\n", ref_path);
return false;
}
else
{
int ref_depth = 1;
char *path_to_save_conformed = (char*)malloc(PATH_MAX_LENGTH);
char *nested_ref_path = (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);
while (conf->references)
{
/* 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 (ref_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);
ret = false;
break;
}
/* Get the absolute path for the reference */
fill_pathname_expanded_and_absolute(nested_ref_path, conf->path, conf->references->path);
/* 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_ref_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",
path_to_save_conformed, ref_path,
conf->path, nested_ref_path);
ret = false;
break;
}
/* Create a new config from the referenced path */
config_file_free(conf);
/* If we can't read the reference preset */
if (!(conf = config_file_new_from_path_to_string(nested_ref_path)))
{
RARCH_WARN("[Shaders]: Could not read shader preset "
"in #reference line: \"%s\".\n", nested_ref_path);
ret = false;
break;
}
ref_depth += 1;
}
free(path_to_save_conformed);
free(nested_ref_path);
}
config_file_free(conf);
return ret;
}
/**
* video_shader_write_referenced_preset:
* @param path
* File to write to
* @param 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
*
* @return 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 *ref_conf = NULL;
struct video_shader *ref_shader = (struct video_shader*)
calloc(1, sizeof(*ref_shader));
bool ret = false;
bool continue_saving_ref = true;
char *new_preset_basedir = strdup(path_to_save);
char *config_dir = (char*)malloc(PATH_MAX_LENGTH);
char *relative_tmp_ref_path = (char*)malloc(PATH_MAX_LENGTH);
char *abs_tmp_ref_path = (char*)malloc(PATH_MAX_LENGTH);
char *path_to_ref = (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_tmp_ref_path[0] = '\0';
abs_tmp_ref_path[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 "
"a reference to the "
"ever-changing retroarch preset can't be saved.\n");
goto end;
}
strlcpy(path_to_ref, shader->loaded_preset_path, PATH_MAX_LENGTH);
pathname_conform_slashes_to_os(path_to_ref);
/* Get a config from the file we want to make a reference to */
/* If the original preset can't be loaded, probably because
* it isn't there anymore */
if (!(ref_conf = config_file_new_from_path_to_string(path_to_ref)))
{
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 (ref_conf->references)
{
/* Get the absolute path for the reference */
fill_pathname_expanded_and_absolute(abs_tmp_ref_path,
ref_conf->path, ref_conf->references->path);
pathname_conform_slashes_to_os(abs_tmp_ref_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_tmp_ref_path, path_to_save_conformed))
{
strlcpy(path_to_ref, abs_tmp_ref_path, PATH_MAX_LENGTH);
config_file_free(ref_conf);
ref_conf = config_file_new_from_path_to_string(
path_to_ref);
}
}
/*
* 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_ref, path_to_save_conformed)
|| !strncmp(config_dir, path_to_ref, 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 (ref_conf->references)
{
/* Get the absolute path for the reference */
fill_pathname_expanded_and_absolute(path_to_ref,
ref_conf->path, ref_conf->references->path);
/* 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_ref, path_to_save_conformed))
{
config_file_free(ref_conf);
ref_conf = config_file_new_from_path_to_string(path_to_ref);
/* If the reference also has a reference inside it */
/* Get the absolute path for the reference */
if (ref_conf->references)
fill_pathname_expanded_and_absolute(path_to_ref,
ref_conf->path, ref_conf->references->path);
else
{
/* If the config referenced is a full preset */
RARCH_WARN("[Shaders]: Saving full preset because "
"a preset which "
"would reference itself can't be saved.\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 "
"a preset which "
"would reference itself can't be saved.\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_ref))
{
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_ref, ref_shader))
{
RARCH_WARN("[Shaders]: Saving full preset because "
"the preset could not be loaded from #reference line: \"%s\".\n",
path_to_ref);
goto end;
}
/* Create a new EMPTY config */
if (!(conf = config_file_new_alloc()))
goto end;
conf->path = strdup(path_to_save_conformed);
pathname_make_slashes_portable(relative_tmp_ref_path);
/* Add the reference path to the config */
config_file_add_reference(conf, path_to_ref);
/* 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 != ref_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_ref = 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_ref)
{
/* Step through each pass comparing all the properties to
* make sure they match */
for (i = 0; (i < shader->passes && continue_saving_ref);
i++)
{
const struct video_shader_pass *pass = &shader->pass[i];
const struct video_shader_pass *root_pass = &ref_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_ref = false;
}
if (continue_saving_ref && pass->filter != root_pass->filter)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u filter", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && pass->wrap != root_pass->wrap)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u wrap", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && pass->frame_count_mod != root_pass->frame_count_mod)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u frame_count", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && pass->mipmap != root_pass->mipmap)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u mipmap", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && !string_is_equal(pass->alias, root_pass->alias))
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u alias", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && fbo->type_x != root_fbo->type_x)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u type_x", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && fbo->type_y != root_fbo->type_y)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u type_y", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && fbo->scale_x != root_fbo->scale_x)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u scale_x", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && fbo->scale_y != root_fbo->scale_y)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u scale_y", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && fbo->fp_fbo != root_fbo->fp_fbo)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u fp_fbo", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && fbo->srgb_fbo != root_fbo->srgb_fbo)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u srgb_fbo", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && fbo->valid != root_fbo->valid)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u valid", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && fbo->abs_x != root_fbo->abs_x)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u abs_x", i);
#endif
continue_saving_ref = false;
}
if (continue_saving_ref && fbo->abs_y != root_fbo->abs_y)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: Pass %u abs_y", i);
#endif
continue_saving_ref = false;
}
if (!continue_saving_ref)
{
#ifdef DEBUG
RARCH_WARN("[Shaders]: 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
!= ref_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(ref_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(ref_conf);
free(ref_shader);
free(abs_tmp_ref_path);
free(relative_tmp_ref_path);
free(new_preset_basedir);
free(config_dir);
free(path_to_ref);
free(path_to_save_conformed);
return ret;
}
/**
* video_shader_load_root_config_into_shader:
* @param conf
* Preset file to read from.
* @param shader
* Shader handle.
*
* Loads preset file and all associated state
* (passes, textures, imports, etc).
*
* @return 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:
* @param override_conf
* Config file who's values will be copied on top of conf
* @param shader
* Shader to be affected
*
* Takes values from override_config and overrides values of the shader
*
* @return 0 if nothing is overridden , 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;
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++)
{
/* If the parameter is in the reference config */
if ((config_get_entry(
override_conf, shader->parameters[i].id)))
{
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,
&parameter->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++)
{
/* If the texture is defined in the reference config */
if (config_get_entry(override_conf, shader->lut[i].id))
{
/* 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:
* @param path
* File to write to
* @param shader
* Shader to write
* @param 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.
* @return true on success, otherwise false on failure
**/
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_special(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:
* @param path
* Path to preset file, could be a
* Simple Preset (including a #reference) or Full Preset.
* @param shader
* Shader.
*
* Loads preset file to a shader including passes, textures
* and parameters
*
* @return true on success, otherwise false on failure.
**/
bool video_shader_load_preset_into_shader(const char *path,
struct video_shader *shader)
{
bool ret = true;
config_file_t *conf = NULL;
struct path_linked_list* override_paths_list = NULL;
struct path_linked_list* path_list_tmp = NULL;
config_file_t *root_conf = video_shader_get_root_preset_config(path);
if (!root_conf)
{
RARCH_LOG("\n");
RARCH_WARN("[Shaders]: Could not read root preset: \"%s\".\n", path);
ret = false;
goto end;
}
/* Check if the root preset is a valid shader chain */
/* If the config has a shaders entry then it is considered
a shader chain config, vs a config which may only have
parameter values and texture overrides
*/
if (!config_get_entry(root_conf, "shaders"))
{
RARCH_LOG("\n");
RARCH_WARN("[Shaders]: Root preset is not a valid shader chain because it has no shaders entry: \"%s\".\n", path);
ret = false;
goto end;
}
/* 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))
{
/* Load the config from the shader chain from the first reference into the shader */
video_shader_load_root_config_into_shader(root_conf, config_get_ptr(), shader);
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);
#ifdef DEBUG
RARCH_DBG("\n[Shaders]: Crawl preset reference chain..\n");
#endif
/**
* Check references starting with the second to make sure
* they do not have a shader chains in them
**/
path_list_tmp = (struct path_linked_list*)conf->references->next;
while (path_list_tmp)
{
config_file_t *tmp_conf = NULL;
char *path_to_ref = (char*)malloc(PATH_MAX_LENGTH);
fill_pathname_expanded_and_absolute(path_to_ref, conf->path, path_list_tmp->path);
if ((tmp_conf = video_shader_get_root_preset_config(path_to_ref)))
{
/* Check if the config is a valid shader chain config */
/* If the config has a shaders entry then it is considered
a shader chain config, vs a config which may only have
parameter values and texture overrides
*/
if (config_get_entry(tmp_conf, "shaders"))
{
RARCH_WARN("\n[Shaders]: Additional #reference entries pointing at shader chain presets are not supported: \"%s\".\n", path_to_ref);
config_file_free(tmp_conf);
ret = false;
goto end;
}
config_file_free(tmp_conf);
}
else
{
RARCH_WARN("\n[Shaders]: Could not load root preset for #reference entry: \"%s\".\n", path_to_ref);
ret = false;
goto end;
}
path_list_tmp = path_list_tmp->next;
}
/* Load the config from the shader chain from the first reference into the shader */
video_shader_load_root_config_into_shader(root_conf, config_get_ptr(), shader);
/* 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));
#ifdef DEBUG
RARCH_DBG("\n[Shaders]: Start applying simple preset overrides..\n");
#endif
/* Gather all the paths of all of the presets in all reference chains */
override_paths_list = path_linked_list_new();
gather_reference_path_list(override_paths_list, conf->path, 0);
/*
* Step through the references and apply overrides for each one
* Start on the second item since the first is empty
*/
path_list_tmp = (struct path_linked_list*)override_paths_list;
while (path_list_tmp)
{
config_file_t *override_conf = config_file_new_from_path_to_string(path_list_tmp->path);
#ifdef DEBUG
RARCH_DBG("[Shaders]: Apply values from: \"%s\".\n", override_conf->path);
#endif
override_shader_values(override_conf, shader);
config_file_free(override_conf);
path_list_tmp = path_list_tmp->next;
}
#ifdef DEBUG
RARCH_DBG("[Shaders]: End apply overrides.\n\n");
#endif
end:
path_linked_list_free(override_paths_list);
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.
* @return true on success, otherwise false on failure.
**/
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 (ext[0] == '.' && ext[1] != '\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];
fill_pathname_join_special(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_special(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);
bool has_content = !string_is_empty(rarch_path_basename);
const char *game_name = NULL;
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';
if (has_content)
{
fill_pathname_parent_dir_name(content_dir_name,
rarch_path_basename, sizeof(content_dir_name));
game_name = path_basename(rarch_path_basename);
}
if (!path_is_empty(RARCH_PATH_CONFIG))
{
strlcpy(config_file_directory,
path_get(RARCH_PATH_CONFIG), sizeof(config_file_directory));
path_basedir(config_file_directory);
}
if (!string_is_empty(video_shader_directory))
fill_pathname_join_special(old_presets_directory,
video_shader_directory, "presets", sizeof(old_presets_directory));
else
old_presets_directory[0] = '\0';
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;
if (has_content)
{
/* 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("[Shaders]: %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;
}