mirror of
https://github.com/libretro/RetroArch.git
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312 lines
8.3 KiB
C
312 lines
8.3 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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#ifndef __VIDEO_SHADER_PARSE_H
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#define __VIDEO_SHADER_PARSE_H
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#include <boolean.h>
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#include <retro_common_api.h>
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#include <retro_miscellaneous.h>
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#include <file/config_file.h>
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#include <file/file_path.h>
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#include <lists/string_list.h>
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#include "../configuration.h"
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RETRO_BEGIN_DECLS
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#ifndef GFX_MAX_SHADERS
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#define GFX_MAX_SHADERS 64
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#endif
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#ifndef GFX_MAX_TEXTURES
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#define GFX_MAX_TEXTURES 64
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#endif
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#ifndef GFX_MAX_PARAMETERS
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#define GFX_MAX_PARAMETERS 1024
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#endif
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#ifndef GFX_MAX_FRAME_HISTORY
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#define GFX_MAX_FRAME_HISTORY 128
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#endif
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enum rarch_shader_type
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{
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RARCH_SHADER_NONE = 0,
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RARCH_SHADER_CG,
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RARCH_SHADER_HLSL,
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RARCH_SHADER_GLSL,
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RARCH_SHADER_SLANG,
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RARCH_SHADER_METAL
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};
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enum gfx_scale_type
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{
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RARCH_SCALE_INPUT = 0,
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RARCH_SCALE_ABSOLUTE,
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RARCH_SCALE_VIEWPORT
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};
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enum
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{
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RARCH_FILTER_UNSPEC = 0,
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RARCH_FILTER_LINEAR,
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RARCH_FILTER_NEAREST,
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RARCH_FILTER_MAX
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};
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enum gfx_wrap_type
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{
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RARCH_WRAP_BORDER = 0, /* Kinda deprecated, but keep as default.
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Will be translated to EDGE in GLES. */
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RARCH_WRAP_DEFAULT = RARCH_WRAP_BORDER,
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RARCH_WRAP_EDGE,
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RARCH_WRAP_REPEAT,
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RARCH_WRAP_MIRRORED_REPEAT,
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RARCH_WRAP_MAX
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};
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struct gfx_fbo_scale
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{
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unsigned abs_x;
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unsigned abs_y;
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float scale_x;
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float scale_y;
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enum gfx_scale_type type_x;
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enum gfx_scale_type type_y;
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bool fp_fbo;
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bool srgb_fbo;
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bool valid;
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};
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struct video_shader_parameter
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{
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int pass;
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float current;
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float minimum;
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float initial;
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float maximum;
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float step;
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char id[64];
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char desc[64];
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};
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struct rarch_dir_shader_list
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{
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struct string_list *shader_list;
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char *directory;
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size_t selection;
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bool shader_loaded;
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bool remember_last_preset_dir;
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};
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struct video_shader_pass
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{
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struct gfx_fbo_scale fbo; /* unsigned alignment */
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unsigned filter;
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unsigned frame_count_mod;
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enum gfx_wrap_type wrap;
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struct
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{
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struct
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{
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char *vertex; /* Dynamically allocated. Must be free'd. */
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char *fragment; /* Dynamically allocated. Must be free'd. */
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} string;
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char path[PATH_MAX_LENGTH];
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} source;
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char alias[64];
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bool mipmap;
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bool feedback;
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};
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struct video_shader_lut
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{
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unsigned filter;
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enum gfx_wrap_type wrap;
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char id[64];
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char path[PATH_MAX_LENGTH];
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bool mipmap;
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};
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/* This is pretty big, shouldn't be put on the stack.
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* Avoid lots of allocation for convenience. */
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struct video_shader
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{
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struct video_shader_parameter parameters[GFX_MAX_PARAMETERS]; /* int alignment */
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/* If < 0, no feedback pass is used. Otherwise,
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* the FBO after pass #N is passed a texture to next frame. */
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int feedback_pass;
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int history_size;
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struct video_shader_pass pass[GFX_MAX_SHADERS]; /* unsigned alignment */
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struct video_shader_lut lut[GFX_MAX_TEXTURES]; /* unsigned alignment */
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unsigned passes;
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unsigned luts;
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unsigned num_parameters;
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unsigned variables;
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char prefix[64];
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/* Path to the root preset */
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char path[PATH_MAX_LENGTH];
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/* Path to the original preset loaded, if this is a preset with the #reference
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* directive then this will be different than the path*/
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char loaded_preset_path[PATH_MAX_LENGTH];
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bool modern; /* Only used for XML shaders. */
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/* indicative of whether shader was modified -
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* for instance from the menus */
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bool modified;
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};
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/**
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* video_shader_resolve_parameters:
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* @conf : Preset file to read from.
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* @shader : Shader passes handle.
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*
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* Resolves all shader parameters belonging to shaders
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* from the #pragma parameter lines in the shader for each pass.
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*
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* Returns: true (1) if successful, otherwise false (0).
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**/
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bool video_shader_resolve_parameters(struct video_shader *shader);
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/**
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* video_shader_load_current_parameter_values:
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* @conf : Preset file to read from.
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* @shader : Shader passes handle.
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*
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* Reads the current value for all parameters from config file.
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*
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* Returns: true (1) if successful, otherwise false (0).
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**/
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bool video_shader_load_current_parameter_values(config_file_t *conf, struct video_shader *shader);
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/**
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* video_shader_load_preset_into_shader:
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* @path : Path to preset file, could be a Simple Preset (including a #reference) or Full Preset
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* @shader : Shader
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*
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* Loads preset file to a shader including passes, textures and parameters
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*
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* Returns: true (1) if successful, otherwise false (0).
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**/
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bool video_shader_load_preset_into_shader(const char *path, struct video_shader *shader);
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/**
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* video_shader_write_preset:
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* @path : File to write to
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* @shader : Shader to write
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* @reference : Whether a simple preset should be written with the #reference to another preset in it
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*
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* Writes a preset to disk. Can be written as a simple preset (With the #reference directive in it) or a full preset.
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**/
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bool video_shader_write_preset(const char *path,
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const char *shader_dir,
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const struct video_shader *shader,
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bool reference);
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enum rarch_shader_type video_shader_get_type_from_ext(const char *ext, bool *is_preset);
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/**
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* video_shader_parse_type:
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* @path : Shader path.
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*
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* Parses type of shader.
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*
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* Returns: value of shader type if it could be determined,
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* otherwise RARCH_SHADER_NONE.
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**/
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#define video_shader_parse_type(path) video_shader_get_type_from_ext(path_get_extension((path)), NULL)
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bool video_shader_is_supported(enum rarch_shader_type type);
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bool video_shader_any_supported(void);
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bool video_shader_check_for_changes(void);
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const char *video_shader_type_to_str(enum rarch_shader_type type);
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void dir_free_shader(
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struct rarch_dir_shader_list *dir_list,
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bool shader_remember_last_dir);
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void dir_init_shader(
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void *menu_driver_data_,
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settings_t *settings,
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struct rarch_dir_shader_list *dir_list);
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/**
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* dir_check_shader:
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* @pressed_next : Was next shader key pressed?
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* @pressed_prev : Was previous shader key pressed?
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*
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* Checks if any one of the shader keys has been pressed for this frame:
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* a) Next shader index.
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* b) Previous shader index.
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*
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* Will also immediately apply the shader.
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**/
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void dir_check_shader(
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void *menu_driver_data_,
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settings_t *settings,
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struct rarch_dir_shader_list *dir_list,
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bool pressed_next,
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bool pressed_prev);
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/**
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* load_shader_preset:
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*
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* Tries to load a supported core-, game-, folder-specific or global
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* shader preset from its respective location:
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*
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* global: $CONFIG_DIR/global.$PRESET_EXT
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* core-specific: $CONFIG_DIR/$CORE_NAME/$CORE_NAME.$PRESET_EXT
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* folder-specific: $CONFIG_DIR/$CORE_NAME/$FOLDER_NAME.$PRESET_EXT
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* game-specific: $CONFIG_DIR/$CORE_NAME/$GAME_NAME.$PRESET_EXT
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*
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* $CONFIG_DIR is expected to be Menu Config directory, or failing that, the
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* directory where retroarch.cfg is stored.
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*
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* For compatibility purposes with versions 1.8.7 and older, the presets
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* subdirectory on the Video Shader path is used as a fallback directory.
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*
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* Note: Uses video_shader_is_supported() which only works after
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* context driver initialization.
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*
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* Returns: false if there was an error or no action was performed.
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*/
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bool load_shader_preset(settings_t *settings, const char *core_name, char *s, size_t len);
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bool apply_shader(
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settings_t *settings,
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enum rarch_shader_type type,
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const char *preset_path, bool message);
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const char *video_shader_get_preset_extension(enum rarch_shader_type type);
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RETRO_END_DECLS
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#endif
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