RetroArch/gfx/video_shader_parse.h

283 lines
7.2 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef __VIDEO_SHADER_PARSE_H
#define __VIDEO_SHADER_PARSE_H
#include <boolean.h>
#include <retro_common_api.h>
#include <retro_miscellaneous.h>
#include <file/config_file.h>
#include <file/file_path.h>
#include <lists/string_list.h>
#include "../configuration.h"
RETRO_BEGIN_DECLS
#ifndef GFX_MAX_SHADERS
#define GFX_MAX_SHADERS 64
#endif
#ifndef GFX_MAX_TEXTURES
#define GFX_MAX_TEXTURES 64
#endif
#ifndef GFX_MAX_PARAMETERS
#define GFX_MAX_PARAMETERS 1024
#endif
#ifndef GFX_MAX_FRAME_HISTORY
#define GFX_MAX_FRAME_HISTORY 128
#endif
enum rarch_shader_type
{
RARCH_SHADER_NONE = 0,
RARCH_SHADER_CG,
RARCH_SHADER_HLSL,
RARCH_SHADER_GLSL,
RARCH_SHADER_SLANG,
RARCH_SHADER_METAL
};
enum gfx_scale_type
{
RARCH_SCALE_INPUT = 0,
RARCH_SCALE_ABSOLUTE,
RARCH_SCALE_VIEWPORT
};
enum
{
RARCH_FILTER_UNSPEC = 0,
RARCH_FILTER_LINEAR,
RARCH_FILTER_NEAREST,
RARCH_FILTER_MAX
};
enum gfx_wrap_type
{
RARCH_WRAP_BORDER = 0, /* Kinda deprecated, but keep as default.
Will be translated to EDGE in GLES. */
RARCH_WRAP_DEFAULT = RARCH_WRAP_BORDER,
RARCH_WRAP_EDGE,
RARCH_WRAP_REPEAT,
RARCH_WRAP_MIRRORED_REPEAT,
RARCH_WRAP_MAX
};
struct gfx_fbo_scale
{
unsigned abs_x;
unsigned abs_y;
float scale_x;
float scale_y;
enum gfx_scale_type type_x;
enum gfx_scale_type type_y;
bool fp_fbo;
bool srgb_fbo;
bool valid;
};
struct video_shader_parameter
{
int pass;
float current;
float minimum;
float initial;
float maximum;
float step;
char id[64];
char desc[64];
};
struct rarch_dir_shader_list
{
struct string_list *shader_list;
char *directory;
size_t selection;
bool shader_loaded;
bool remember_last_preset_dir;
};
struct video_shader_pass
{
struct gfx_fbo_scale fbo; /* unsigned alignment */
unsigned filter;
unsigned frame_count_mod;
enum gfx_wrap_type wrap;
struct
{
struct
{
char *vertex; /* Dynamically allocated. Must be free'd. */
char *fragment; /* Dynamically allocated. Must be free'd. */
} string;
char path[PATH_MAX_LENGTH];
} source;
char alias[64];
bool mipmap;
bool feedback;
};
struct video_shader_lut
{
unsigned filter;
enum gfx_wrap_type wrap;
char id[64];
char path[PATH_MAX_LENGTH];
bool mipmap;
};
/* This is pretty big, shouldn't be put on the stack.
* Avoid lots of allocation for convenience. */
struct video_shader
{
struct video_shader_parameter parameters[GFX_MAX_PARAMETERS]; /* int alignment */
/* If < 0, no feedback pass is used. Otherwise,
* the FBO after pass #N is passed a texture to next frame. */
int feedback_pass;
int history_size;
struct video_shader_pass pass[GFX_MAX_SHADERS]; /* unsigned alignment */
struct video_shader_lut lut[GFX_MAX_TEXTURES]; /* unsigned alignment */
unsigned passes;
unsigned luts;
unsigned num_parameters;
unsigned variables;
char prefix[64];
/* Path to the root preset */
char path[PATH_MAX_LENGTH];
/* Path to the original preset loaded, if this is a preset with the #reference
* directive then this will be different than the path*/
char loaded_preset_path[PATH_MAX_LENGTH];
bool modern; /* Only used for XML shaders. */
/* indicative of whether shader was modified -
* for instance from the menus */
bool modified;
};
/**
* video_shader_resolve_parameters:
* @conf : Preset file to read from.
* @shader : Shader passes handle.
*
* Resolves all shader parameters belonging to shaders
* from the #pragma parameter lines in the shader for each pass.
*
* Returns: true (1) if successful, otherwise false (0).
**/
bool video_shader_resolve_parameters(struct video_shader *shader);
/**
* video_shader_load_current_parameter_values:
* @conf : Preset file to read from.
* @shader : Shader passes handle.
*
* Reads the current value for all parameters from config file.
*
* Returns: true (1) if successful, otherwise false (0).
**/
bool video_shader_load_current_parameter_values(config_file_t *conf, struct video_shader *shader);
/**
* video_shader_load_preset_into_shader:
* @path : Path to preset file, could be a Simple Preset (including a #reference) or Full Preset
* @shader : Shader
*
* Loads preset file to a shader including passes, textures and parameters
*
* Returns: true (1) if successful, otherwise false (0).
**/
bool video_shader_load_preset_into_shader(const char *path, struct video_shader *shader);
/**
* video_shader_write_preset:
* @path : File to write to
* @shader : Shader to write
* @reference : Whether a simple preset should be written with the #reference to another preset in it
*
* Writes a preset to disk. Can be written as a simple preset (With the #reference directive in it) or a full preset.
**/
bool video_shader_write_preset(const char *path,
const char *shader_dir,
const struct video_shader *shader,
bool reference);
enum rarch_shader_type video_shader_get_type_from_ext(const char *ext, bool *is_preset);
/**
* video_shader_parse_type:
* @path : Shader path.
*
* Parses type of shader.
*
* Returns: value of shader type if it could be determined,
* otherwise RARCH_SHADER_NONE.
**/
#define video_shader_parse_type(path) video_shader_get_type_from_ext(path_get_extension((path)), NULL)
bool video_shader_is_supported(enum rarch_shader_type type);
bool video_shader_any_supported(void);
bool video_shader_check_for_changes(void);
const char *video_shader_type_to_str(enum rarch_shader_type type);
void dir_free_shader(
struct rarch_dir_shader_list *dir_list,
bool shader_remember_last_dir);
void dir_init_shader(
void *menu_driver_data_,
settings_t *settings,
struct rarch_dir_shader_list *dir_list);
/**
* dir_check_shader:
* @pressed_next : Was next shader key pressed?
* @pressed_prev : Was previous shader key pressed?
*
* Checks if any one of the shader keys has been pressed for this frame:
* a) Next shader index.
* b) Previous shader index.
*
* Will also immediately apply the shader.
**/
void dir_check_shader(
void *menu_driver_data_,
settings_t *settings,
struct rarch_dir_shader_list *dir_list,
bool pressed_next,
bool pressed_prev);
const char *video_shader_get_preset_extension(enum rarch_shader_type type);
RETRO_END_DECLS
#endif