mirror of
https://github.com/libretro/RetroArch.git
synced 2024-12-13 11:52:08 +00:00
b2634ea588
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
2649 lines
82 KiB
C
2649 lines
82 KiB
C
/* RetroArch - A frontend for libretro.
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* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
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* Copyright (C) 2011-2017 - Daniel De Matteis
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*
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* RetroArch is free software: you can redistribute it and/or modify it under the terms
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* of the GNU General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with RetroArch.
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* If not, see <http:www.gnu.org/licenses/>.
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*/
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#include <stdlib.h>
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#include <string.h>
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#ifdef HAVE_CONFIG_H
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#include "../config.h"
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#endif
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#include <libretro.h>
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#include <compat/posix_string.h>
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#include <compat/msvc.h>
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#include <compat/strl.h>
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#include <file/file_path.h>
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#include <lrc_hash.h>
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#include <string/stdstring.h>
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#include <streams/file_stream.h>
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#include <lists/dir_list.h>
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#include <lists/string_list.h>
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#ifdef HAVE_MENU
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#include "../menu/menu_driver.h"
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#include "../menu/menu_shader.h"
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#endif
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#include "../configuration.h"
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#include "../verbosity.h"
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#include "../frontend/frontend_driver.h"
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#include "../command.h"
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#include "../list_special.h"
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#include "../file_path_special.h"
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#include "../paths.h"
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#include "../retroarch.h"
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#if defined(HAVE_GFX_WIDGETS)
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#include "gfx_widgets.h"
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#endif
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#include "video_shader_parse.h"
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#if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS)
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#include "drivers_shader/slang_process.h"
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#endif
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/* Maximum depth of chain of referenced shader presets.
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* 16 seems to be a very large number of references at the moment. */
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#define SHADER_MAX_REFERENCE_DEPTH 16
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/* TODO/FIXME - global state - perhaps move outside this file */
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static path_change_data_t *file_change_data = NULL;
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/**
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* fill_pathname_expanded_and_absolute:
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* @param out_path
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* String to write into.
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* @param in_refpath
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* Used to get the base path if in_path is relative.
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* @param in_path
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* Path to turn into an absolute path.
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*
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* Takes a path and returns an absolute path.
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* It will expand it if the path was using the root path format.
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* e.g. :\shaders
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* If the path was relative it will take this path and get the
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* absolute path using in_refpath as the path to extract a base path.
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*
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* out_path is filled with the absolute path
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**/
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static void fill_pathname_expanded_and_absolute(char *out_path,
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const char *in_refpath, const char *in_path)
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{
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char expanded_path[PATH_MAX_LENGTH];
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/* Expand paths which start with :\ to an absolute path */
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fill_pathname_expand_special(expanded_path,
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in_path, sizeof(expanded_path));
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/* Resolve the reference path relative to the config */
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if (path_is_absolute(expanded_path))
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strlcpy(out_path, expanded_path, PATH_MAX_LENGTH);
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else
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fill_pathname_resolve_relative(out_path, in_refpath,
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in_path, PATH_MAX_LENGTH);
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pathname_conform_slashes_to_os(out_path);
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}
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static void gather_reference_path_list(
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struct path_linked_list *in_path_linked_list,
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char *path,
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int reference_depth)
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{
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config_file_t *conf = NULL;
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if (reference_depth > SHADER_MAX_REFERENCE_DEPTH)
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return;
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if ((conf = config_file_new_from_path_to_string(path)))
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{
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struct path_linked_list *ref_tmp = (struct path_linked_list*)conf->references;
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while (ref_tmp)
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{
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char* reference_preset_path = (char*)malloc(PATH_MAX_LENGTH);
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fill_pathname_expanded_and_absolute(reference_preset_path, conf->path, ref_tmp->path);
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gather_reference_path_list(in_path_linked_list, reference_preset_path, reference_depth + 1);
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free(reference_preset_path);
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ref_tmp = ref_tmp->next;
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}
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path_linked_list_add_path(in_path_linked_list, path);
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}
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else
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{
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RARCH_WARN("\n [Shaders]: No Preset located at \"%s\".\n", path);
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}
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config_file_free(conf);
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}
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/**
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* wrap_mode_to_str:
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* @param type
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* Wrap type.
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*
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* Translates wrap mode to human-readable string identifier.
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*
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* @return human-readable string identifier of wrap mode.
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**/
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static const char *wrap_mode_to_str(enum gfx_wrap_type type)
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{
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switch (type)
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{
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case RARCH_WRAP_BORDER:
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return "clamp_to_border";
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case RARCH_WRAP_EDGE:
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return "clamp_to_edge";
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case RARCH_WRAP_REPEAT:
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return "repeat";
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case RARCH_WRAP_MIRRORED_REPEAT:
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return "mirrored_repeat";
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default:
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break;
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}
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return "???";
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}
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/**
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* wrap_str_to_mode:
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* @param type
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* Wrap type in human-readable string format.
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*
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* Translates wrap mode from human-readable string to enum mode value.
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*
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* @return enum mode value of wrap type.
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**/
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static enum gfx_wrap_type wrap_str_to_mode(const char *wrap_mode)
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{
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if (string_is_equal(wrap_mode, "clamp_to_border"))
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return RARCH_WRAP_BORDER;
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else if (string_is_equal(wrap_mode, "clamp_to_edge"))
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return RARCH_WRAP_EDGE;
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else if (string_is_equal(wrap_mode, "repeat"))
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return RARCH_WRAP_REPEAT;
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else if (string_is_equal(wrap_mode, "mirrored_repeat"))
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return RARCH_WRAP_MIRRORED_REPEAT;
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RARCH_WARN("[Shaders]: Invalid wrapping type \"%s\". Valid ones are: \"clamp_to_border\" "
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"(default), \"clamp_to_edge\", \"repeat\" and \"mirrored_repeat\". Falling back to default.\n",
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wrap_mode);
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return RARCH_WRAP_DEFAULT;
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}
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/**
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* video_shader_parse_pass:
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* @param conf
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* Preset file to read from.
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* @param pass
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* Shader passes handle.
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* @param i
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* Index of shader pass.
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*
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* Parses shader pass from preset file.
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*
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* @return true if successful, otherwise false.
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**/
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static bool video_shader_parse_pass(config_file_t *conf,
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struct video_shader_pass *pass, unsigned i)
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{
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char shader_name[64];
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char filter_name_buf[64];
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char wrap_name_buf[64];
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char frame_count_mod_buf[64];
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char srgb_output_buf[64];
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char fp_fbo_buf[64];
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char mipmap_buf[64];
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char alias_buf[64];
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char scale_name_buf[64];
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char attr_name_buf[64];
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char scale_type[64];
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char scale_type_x[64];
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char scale_type_y[64];
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char tmp_path[PATH_MAX_LENGTH];
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struct gfx_fbo_scale *scale = NULL;
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bool tmp_bool = false;
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struct config_entry_list *entry = NULL;
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fp_fbo_buf[0] = mipmap_buf[0] = alias_buf[0] =
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scale_name_buf[0] = attr_name_buf[0] = scale_type[0] =
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scale_type_x[0] = scale_type_y[0] =
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shader_name[0] = filter_name_buf[0] = wrap_name_buf[0] =
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frame_count_mod_buf[0] = srgb_output_buf[0] = '\0';
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/* Source */
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snprintf(shader_name, sizeof(shader_name), "shader%u", i);
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if (!config_get_path(conf, shader_name, tmp_path, sizeof(tmp_path)))
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{
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RARCH_ERR("[Shaders]: Couldn't parse shader source \"%s\".\n", shader_name);
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return false;
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}
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/* Get the absolute path */
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fill_pathname_expanded_and_absolute(pass->source.path,
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conf->path, tmp_path);
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/* Smooth */
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snprintf(filter_name_buf, sizeof(filter_name_buf), "filter_linear%u", i);
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if (config_get_bool(conf, filter_name_buf, &tmp_bool))
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{
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bool smooth = tmp_bool;
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pass->filter = smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST;
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}
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else
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pass->filter = RARCH_FILTER_UNSPEC;
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/* Wrapping mode */
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snprintf(wrap_name_buf, sizeof(wrap_name_buf), "wrap_mode%u", i);
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if ((entry = config_get_entry(conf, wrap_name_buf))
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&& !string_is_empty(entry->value))
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pass->wrap = wrap_str_to_mode(entry->value);
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entry = NULL;
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/* Frame count mod */
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snprintf(frame_count_mod_buf, sizeof(frame_count_mod_buf),
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"frame_count_mod%u", i);
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if ((entry = config_get_entry(conf, frame_count_mod_buf))
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&& !string_is_empty(entry->value))
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pass->frame_count_mod = (unsigned)strtoul(entry->value, NULL, 0);
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entry = NULL;
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/* FBO types and mipmapping */
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snprintf(srgb_output_buf, sizeof(srgb_output_buf), "srgb_framebuffer%u", i);
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if (config_get_bool(conf, srgb_output_buf, &tmp_bool))
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pass->fbo.srgb_fbo = tmp_bool;
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snprintf(fp_fbo_buf, sizeof(fp_fbo_buf), "float_framebuffer%u", i);
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if (config_get_bool(conf, fp_fbo_buf, &tmp_bool))
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pass->fbo.fp_fbo = tmp_bool;
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snprintf(mipmap_buf, sizeof(mipmap_buf), "mipmap_input%u", i);
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if (config_get_bool(conf, mipmap_buf, &tmp_bool))
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pass->mipmap = tmp_bool;
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snprintf(alias_buf, sizeof(alias_buf), "alias%u", i);
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if (!config_get_array(conf, alias_buf, pass->alias, sizeof(pass->alias)))
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*pass->alias = '\0';
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/* Scale */
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scale = &pass->fbo;
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snprintf(scale_name_buf, sizeof(scale_name_buf), "scale_type%u", i);
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config_get_array(conf, scale_name_buf, scale_type, sizeof(scale_type));
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snprintf(scale_name_buf, sizeof(scale_name_buf), "scale_type_x%u", i);
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config_get_array(conf, scale_name_buf, scale_type_x, sizeof(scale_type_x));
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snprintf(scale_name_buf, sizeof(scale_name_buf), "scale_type_y%u", i);
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config_get_array(conf, scale_name_buf, scale_type_y, sizeof(scale_type_y));
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if (*scale_type)
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{
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strlcpy(scale_type_x, scale_type, sizeof(scale_type_x));
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strlcpy(scale_type_y, scale_type, sizeof(scale_type_y));
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}
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else if (!*scale_type_x && !*scale_type_y)
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return true;
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scale->valid = true;
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scale->type_x = RARCH_SCALE_INPUT;
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scale->type_y = RARCH_SCALE_INPUT;
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scale->scale_x = 1.0;
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scale->scale_y = 1.0;
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if (*scale_type_x)
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{
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if (string_is_equal(scale_type_x, "source"))
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scale->type_x = RARCH_SCALE_INPUT;
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else if (string_is_equal(scale_type_x, "viewport"))
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scale->type_x = RARCH_SCALE_VIEWPORT;
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else if (string_is_equal(scale_type_x, "absolute"))
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scale->type_x = RARCH_SCALE_ABSOLUTE;
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else
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{
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RARCH_ERR("[Shaders]: Invalid attribute: \"%s\".\n", scale_type_x);
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return false;
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}
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}
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if (*scale_type_y)
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{
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if (string_is_equal(scale_type_y, "source"))
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scale->type_y = RARCH_SCALE_INPUT;
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else if (string_is_equal(scale_type_y, "viewport"))
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scale->type_y = RARCH_SCALE_VIEWPORT;
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else if (string_is_equal(scale_type_y, "absolute"))
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scale->type_y = RARCH_SCALE_ABSOLUTE;
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else
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{
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RARCH_ERR("[Shaders]: Invalid attribute: \"%s\".\n", scale_type_y);
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return false;
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}
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}
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snprintf(attr_name_buf, sizeof(attr_name_buf), "scale%u", i);
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if (scale->type_x == RARCH_SCALE_ABSOLUTE)
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{
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int iattr = 0;
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if (config_get_int(conf, attr_name_buf, &iattr))
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scale->abs_x = iattr;
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else
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{
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snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_x%u", i);
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if (config_get_int(conf, attr_name_buf, &iattr))
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scale->abs_x = iattr;
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}
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}
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else
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{
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float fattr = 0.0f;
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if (config_get_float(conf, attr_name_buf, &fattr))
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scale->scale_x = fattr;
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else
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{
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snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_x%u", i);
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if (config_get_float(conf, attr_name_buf, &fattr))
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scale->scale_x = fattr;
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}
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}
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snprintf(attr_name_buf, sizeof(attr_name_buf), "scale%u", i);
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if (scale->type_y == RARCH_SCALE_ABSOLUTE)
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{
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int iattr = 0;
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if (config_get_int(conf, attr_name_buf, &iattr))
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scale->abs_y = iattr;
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else
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{
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snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_y%u", i);
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if (config_get_int(conf, attr_name_buf, &iattr))
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scale->abs_y = iattr;
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}
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}
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else
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{
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float fattr = 0.0f;
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if (config_get_float(conf, attr_name_buf, &fattr))
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scale->scale_y = fattr;
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else
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{
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snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_y%u", i);
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if (config_get_float(conf, attr_name_buf, &fattr))
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scale->scale_y = fattr;
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}
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}
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return true;
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}
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/**
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* video_shader_parse_textures:
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* @param conf
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* Preset file to read from.
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* @param shader
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* Shader pass handle.
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*
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* Parses shader textures.
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*
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* @return true if successful, otherwise false.
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**/
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static bool video_shader_parse_textures(config_file_t *conf,
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struct video_shader *shader)
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{
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size_t path_size = PATH_MAX_LENGTH;
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const char *id = NULL;
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char *save = NULL;
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char *textures = (char*)malloc(1024 + path_size);
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char texture_path[PATH_MAX_LENGTH];
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if (!textures)
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return false;
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textures[0] = '\0';
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texture_path[0] = '\0';
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if (!config_get_array(conf, "textures", textures, 1024))
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{
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free(textures);
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return true;
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}
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for (id = strtok_r(textures, ";", &save);
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id && shader->luts < GFX_MAX_TEXTURES;
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shader->luts++, id = strtok_r(NULL, ";", &save))
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{
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size_t len;
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char id_filter[64];
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char id_wrap[64];
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char id_mipmap[64];
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bool mipmap = false;
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bool smooth = false;
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struct config_entry_list
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*entry = NULL;
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if (!(entry = config_get_entry(conf, id)) ||
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string_is_empty(entry->value))
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{
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RARCH_ERR("[Shaders]: Cannot find path to texture \"%s\"..\n",
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id);
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free(textures);
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return false;
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}
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config_get_path(conf, id, texture_path, sizeof(texture_path));
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/* Get the absolute path */
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fill_pathname_expanded_and_absolute(
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shader->lut[shader->luts].path, conf->path, texture_path);
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entry = NULL;
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strlcpy(shader->lut[shader->luts].id, id,
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sizeof(shader->lut[shader->luts].id));
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len = strlcpy(id_filter, id, sizeof(id_filter));
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id_filter[len ] = '_';
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id_filter[len+1] = 'l';
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id_filter[len+2] = 'i';
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id_filter[len+3] = 'n';
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id_filter[len+4] = 'e';
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id_filter[len+5] = 'a';
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id_filter[len+6] = 'r';
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id_filter[len+7] = '\n';
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if (config_get_bool(conf, id_filter, &smooth))
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shader->lut[shader->luts].filter = smooth
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? RARCH_FILTER_LINEAR
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: RARCH_FILTER_NEAREST;
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else
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shader->lut[shader->luts].filter = RARCH_FILTER_UNSPEC;
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len = strlcpy(id_wrap, id, sizeof(id_wrap));
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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 ¶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.
|
|
*
|
|
**/
|
|
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, ¶m->initial,
|
|
¶m->minimum, ¶m->maximum, ¶m->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, ¶meter->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,
|
|
¶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++)
|
|
{
|
|
/* 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;
|
|
}
|