RetroArch/menu/menu_shader.c
2020-01-02 19:39:37 +01:00

662 lines
18 KiB
C

/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2014 - Hans-Kristian Arntzen
* Copyright (C) 2011-2017 - Daniel De Matteis
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
*
* RetroArch is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
* PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License along with RetroArch.
* If not, see <http://www.gnu.org/licenses/>.
*/
#include <string.h>
#include <compat/strl.h>
#include <retro_assert.h>
#include <file/file_path.h>
#include <string/stdstring.h>
#include <streams/file_stream.h>
#ifdef HAVE_CONFIG_H
#include "../config.h"
#endif
#include "menu_driver.h"
#include "menu_shader.h"
#include "../file_path_special.h"
#include "../configuration.h"
#include "../paths.h"
#include "../retroarch.h"
#include "../verbosity.h"
/* Menu shader */
static struct video_shader *menu_driver_shader = NULL;
/* indicative of whether shader was modified from the menus: */
static bool menu_driver_shader_modified = true;
void menu_shader_set_modified(bool modified)
{
menu_driver_shader_modified = modified;
}
static enum rarch_shader_type shader_types[] =
{
RARCH_SHADER_GLSL, RARCH_SHADER_SLANG, RARCH_SHADER_CG
};
enum auto_shader_operation
{
AUTO_SHADER_OP_SAVE = 0,
AUTO_SHADER_OP_REMOVE,
AUTO_SHADER_OP_EXISTS
};
struct video_shader *menu_shader_get(void)
{
if (video_shader_any_supported())
return menu_driver_shader;
return NULL;
}
void menu_shader_manager_free(void)
{
if (menu_driver_shader)
free(menu_driver_shader);
menu_driver_shader = NULL;
}
/**
* menu_shader_manager_init:
*
* Initializes shader manager.
**/
bool menu_shader_manager_init(void)
{
enum rarch_shader_type type = RARCH_SHADER_NONE;
bool ret = true;
bool is_preset = false;
const char *path_shader = NULL;
struct video_shader *menu_shader = NULL;
/* We get the shader preset directly from the video driver, so that
* we are in sync with it (it could fail loading an auto-shader)
* If we can't (e.g. get_current_shader is not implemented),
* we'll load retroarch_get_shader_preset() like always */
video_shader_ctx_t shader_info = {0};
video_shader_driver_get_current_shader(&shader_info);
if (shader_info.data)
path_shader = shader_info.data->path;
else
path_shader = retroarch_get_shader_preset();
menu_shader_manager_free();
menu_shader = (struct video_shader*)
calloc(1, sizeof(*menu_shader));
if (!menu_shader)
{
ret = false;
goto end;
}
if (string_is_empty(path_shader))
goto end;
type = video_shader_get_type_from_ext(path_get_extension(path_shader),
&is_preset);
if (!video_shader_is_supported(type))
{
ret = false;
goto end;
}
if (is_preset)
{
config_file_t *conf = NULL;
conf = video_shader_read_preset(path_shader);
if (!conf)
{
ret = false;
goto end;
}
if (video_shader_read_conf_preset(conf, menu_shader))
video_shader_resolve_parameters(conf, menu_shader);
menu_driver_shader_modified = false;
config_file_free(conf);
}
else
{
strlcpy(menu_shader->pass[0].source.path, path_shader,
sizeof(menu_shader->pass[0].source.path));
menu_shader->passes = 1;
}
end:
menu_driver_shader = menu_shader;
command_event(CMD_EVENT_SHADER_PRESET_LOADED, NULL);
return ret;
}
/**
* menu_shader_manager_set_preset:
* @shader : Shader handle.
* @type : Type of shader.
* @preset_path : Preset path to load from.
* @apply : Whether to apply the shader or just update shader information
*
* Sets shader preset.
**/
bool menu_shader_manager_set_preset(struct video_shader *shader,
enum rarch_shader_type type, const char *preset_path, bool apply)
{
config_file_t *conf = NULL;
bool refresh = false;
bool ret = false;
if (apply && !retroarch_apply_shader(type, preset_path, true))
{
/* We don't want to disable shaders entirely here,
* just reset number of passes
* > Note: Disabling shaders at this point would in
* fact be dangerous, since it changes the number of
* entries in the shader options menu which can in
* turn lead to the menu selection pointer going out
* of bounds. This causes undefined behaviour/segfaults */
menu_shader_manager_clear_num_passes(shader);
command_event(CMD_EVENT_SHADER_PRESET_LOADED, NULL);
return false;
}
if (string_is_empty(preset_path))
{
menu_shader_manager_clear_num_passes(shader);
command_event(CMD_EVENT_SHADER_PRESET_LOADED, NULL);
return true;
}
if (!shader)
{
ret = false;
goto end;
}
/* Load stored Preset into menu on success.
* Used when a preset is directly loaded.
* No point in updating when the Preset was
* created from the menu itself. */
if (!(conf = video_shader_read_preset(preset_path)))
{
ret = false;
goto end;
}
RARCH_LOG("Setting Menu shader: %s.\n", preset_path);
if (video_shader_read_conf_preset(conf, shader))
video_shader_resolve_parameters(conf, shader);
if (conf)
config_file_free(conf);
ret = true;
end:
command_event(CMD_EVENT_SHADER_PRESET_LOADED, NULL);
#ifdef HAVE_MENU
menu_entries_ctl(MENU_ENTRIES_CTL_SET_REFRESH, &refresh);
#endif
return ret;
}
static bool menu_shader_manager_save_preset_internal(
const struct video_shader *shader, const char *basename,
bool apply, bool save_reference)
{
bool ret = false;
enum rarch_shader_type type = RARCH_SHADER_NONE;
char *preset_path = NULL;
size_t i = 0;
char fullname[PATH_MAX_LENGTH];
char buffer[PATH_MAX_LENGTH];
fullname[0] = buffer[0] = '\0';
if (!shader || !shader->passes)
return false;
type = menu_shader_manager_get_type(shader);
if (type == RARCH_SHADER_NONE)
return false;
if (menu_driver_shader_modified)
save_reference = false;
if (!string_is_empty(basename))
{
strlcpy(fullname, basename, sizeof(fullname));
/* Append extension automatically as appropriate. */
if ( !strstr(basename, ".cgp")
&& !strstr(basename, ".glslp")
&& !strstr(basename, ".slangp"))
{
const char *preset_ext = video_shader_get_preset_extension(type);
strlcat(fullname, preset_ext, sizeof(fullname));
}
}
else
{
strlcpy(fullname, "retroarch", sizeof(fullname));
strlcat(fullname,
video_shader_get_preset_extension(type), sizeof(fullname));
}
if (path_is_absolute(fullname))
{
preset_path = fullname;
ret = video_shader_write_preset(preset_path, shader, save_reference);
if (ret)
RARCH_LOG("Saved shader preset to %s.\n", preset_path);
else
RARCH_ERR("Failed writing shader preset to %s.\n", preset_path);
}
else
{
const char *dirs[3] = {0};
settings_t *settings = config_get_ptr();
char config_directory[PATH_MAX_LENGTH];
config_directory[0] = '\0';
if (!path_is_empty(RARCH_PATH_CONFIG))
fill_pathname_basedir(
config_directory,
path_get(RARCH_PATH_CONFIG),
sizeof(config_directory));
dirs[0] = settings->paths.directory_video_shader;
dirs[1] = settings->paths.directory_menu_config;
dirs[2] = config_directory;
for (i = 0; i < ARRAY_SIZE(dirs); i++)
{
if (string_is_empty(dirs[i]))
continue;
fill_pathname_join(buffer, dirs[i],
fullname, sizeof(buffer));
preset_path = buffer;
ret = video_shader_write_preset(preset_path, shader, save_reference);
if (ret)
{
RARCH_LOG("Saved shader preset to %s.\n", preset_path);
break;
}
else
RARCH_WARN("Failed writing shader preset to %s.\n", preset_path);
}
if (!ret)
RARCH_ERR("Failed to write shader preset. Make sure shader directory"
" and/or config directory are writable.\n");
}
if (ret && apply)
menu_shader_manager_set_preset(NULL, type, preset_path, true);
return ret;
}
static bool menu_shader_manager_operate_auto_preset(enum auto_shader_operation op,
const struct video_shader *shader, enum auto_shader_type type, bool apply)
{
char tmp[PATH_MAX_LENGTH];
char directory[PATH_MAX_LENGTH];
char file[PATH_MAX_LENGTH];
bool success = false;
settings_t *settings = config_get_ptr();
struct retro_system_info *system = runloop_get_libretro_system_info();
const char *core_name = system ? system->library_name : NULL;
const char *path_dir_video_shader = settings->paths.directory_video_shader;
tmp[0] = directory[0] = file[0] = '\0';
if (type == SHADER_PRESET_GLOBAL)
fill_pathname_join(
directory,
path_dir_video_shader,
"presets",
sizeof(directory));
else if (string_is_empty(core_name))
return false;
else
{
fill_pathname_join(
tmp,
path_dir_video_shader,
"presets",
sizeof(tmp));
fill_pathname_join(
directory,
tmp,
core_name,
sizeof(directory));
}
switch (type)
{
case SHADER_PRESET_GLOBAL:
fill_pathname_join(file, directory, "global", sizeof(file));
break;
case SHADER_PRESET_CORE:
fill_pathname_join(file, directory, core_name, sizeof(file));
break;
case SHADER_PRESET_PARENT:
fill_pathname_parent_dir_name(tmp,
path_get(RARCH_PATH_BASENAME), sizeof(tmp));
fill_pathname_join(file, directory, tmp, sizeof(file));
break;
case SHADER_PRESET_GAME:
{
const char *game_name =
path_basename(path_get(RARCH_PATH_BASENAME));
if (string_is_empty(game_name))
return false;
fill_pathname_join(file, directory, game_name, sizeof(file));
break;
}
default:
return false;
}
switch (op)
{
case AUTO_SHADER_OP_SAVE:
if (!path_is_directory(directory))
path_mkdir(directory);
return menu_shader_manager_save_preset_internal(
shader, file, apply, true);
case AUTO_SHADER_OP_REMOVE:
{
/* remove all supported auto-shaders of given type */
char *end = file + strlen(file);
size_t i;
for (i = 0; i < ARRAY_SIZE(shader_types); i++)
{
const char *preset_ext;
if (!video_shader_is_supported(shader_types[i]))
continue;
preset_ext = video_shader_get_preset_extension(shader_types[i]);
strlcpy(end, preset_ext, sizeof(file) - (end-file));
if (!filestream_delete(file))
success = true;
}
}
return success;
case AUTO_SHADER_OP_EXISTS:
{
/* test if any supported auto-shaders of given type exists */
char *end = file + strlen(file);
size_t i;
for (i = 0; i < ARRAY_SIZE(shader_types); i++)
{
const char *preset_ext;
if (!video_shader_is_supported(shader_types[i]))
continue;
preset_ext = video_shader_get_preset_extension(shader_types[i]);
strlcpy(end, preset_ext, sizeof(file) - (end-file));
if (path_is_valid(file))
return true;
}
}
break;
}
return false;
}
/**
* menu_shader_manager_save_auto_preset:
* @shader : shader to save
* @type : type of shader preset which determines save path
* @apply : immediately set preset after saving
*
* Save a shader as an auto-shader to it's appropriate path:
* SHADER_PRESET_GLOBAL: <shader dir>/presets/global
* SHADER_PRESET_CORE: <shader dir>/presets/<core name>/<core name>
* SHADER_PRESET_PARENT: <shader dir>/presets/<core name>/<parent>
* SHADER_PRESET_GAME: <shader dir>/presets/<core name>/<game name>
* Needs to be consistent with retroarch_load_shader_preset()
* Auto-shaders will be saved as a reference if possible
**/
bool menu_shader_manager_save_auto_preset(const struct video_shader *shader,
enum auto_shader_type type, bool apply)
{
return menu_shader_manager_operate_auto_preset(
AUTO_SHADER_OP_SAVE, shader, type, apply);
}
/**
* menu_shader_manager_save_preset:
* @shader : shader to save
* @type : type of shader preset which determines save path
* @basename : basename of preset
* @apply : immediately set preset after saving
*
* Save a shader preset to disk.
**/
bool menu_shader_manager_save_preset(const struct video_shader *shader,
const char *basename, bool apply)
{
return menu_shader_manager_save_preset_internal(
shader, basename, apply, false);
}
/**
* menu_shader_manager_remove_auto_preset:
* @type : type of shader preset to delete
*
* Deletes an auto-shader.
**/
bool menu_shader_manager_remove_auto_preset(enum auto_shader_type type)
{
return menu_shader_manager_operate_auto_preset(
AUTO_SHADER_OP_REMOVE, NULL, type, false);
}
/**
* menu_shader_manager_auto_preset_exists:
* @type : type of shader preset
*
* Tests if an auto-shader of the given type exists.
**/
bool menu_shader_manager_auto_preset_exists(enum auto_shader_type type)
{
return menu_shader_manager_operate_auto_preset(
AUTO_SHADER_OP_EXISTS, NULL, type, false);
}
int menu_shader_manager_clear_num_passes(struct video_shader *shader)
{
bool refresh = false;
if (!shader)
return 0;
shader->passes = 0;
#ifdef HAVE_MENU
menu_entries_ctl(MENU_ENTRIES_CTL_SET_REFRESH, &refresh);
#endif
video_shader_resolve_parameters(NULL, shader);
menu_driver_shader_modified = true;
return 0;
}
int menu_shader_manager_clear_parameter(struct video_shader *shader,
unsigned i)
{
struct video_shader_parameter *param = shader ?
&shader->parameters[i] : NULL;
if (!param)
return 0;
param->current = param->initial;
param->current = MIN(MAX(param->minimum,
param->current), param->maximum);
menu_driver_shader_modified = true;
return 0;
}
int menu_shader_manager_clear_pass_filter(struct video_shader *shader,
unsigned i)
{
struct video_shader_pass *shader_pass = shader ?
&shader->pass[i] : NULL;
if (!shader_pass)
return -1;
shader_pass->filter = RARCH_FILTER_UNSPEC;
menu_driver_shader_modified = true;
return 0;
}
void menu_shader_manager_clear_pass_scale(struct video_shader *shader,
unsigned i)
{
struct video_shader_pass *shader_pass = shader ?
&shader->pass[i] : NULL;
if (!shader_pass)
return;
shader_pass->fbo.scale_x = 0;
shader_pass->fbo.scale_y = 0;
shader_pass->fbo.valid = false;
menu_driver_shader_modified = true;
}
void menu_shader_manager_clear_pass_path(struct video_shader *shader,
unsigned i)
{
struct video_shader_pass *shader_pass = shader ?
&shader->pass[i] : NULL;
if (shader_pass)
*shader_pass->source.path = '\0';
menu_driver_shader_modified = true;
}
/**
* menu_shader_manager_get_type:
* @shader : shader handle
*
* Gets type of shader.
*
* Returns: type of shader.
**/
enum rarch_shader_type menu_shader_manager_get_type(
const struct video_shader *shader)
{
enum rarch_shader_type type = RARCH_SHADER_NONE;
/* All shader types must be the same, or we cannot use it. */
size_t i = 0;
if (!shader)
return RARCH_SHADER_NONE;
type = video_shader_parse_type(shader->path);
if (!shader->passes)
return type;
if (type == RARCH_SHADER_NONE)
{
type = video_shader_parse_type(shader->pass[0].source.path);
i = 1;
}
for (; i < shader->passes; i++)
{
enum rarch_shader_type pass_type =
video_shader_parse_type(shader->pass[i].source.path);
switch (pass_type)
{
case RARCH_SHADER_CG:
case RARCH_SHADER_GLSL:
case RARCH_SHADER_SLANG:
if (type != pass_type)
return RARCH_SHADER_NONE;
break;
default:
break;
}
}
return type;
}
/**
* menu_shader_manager_apply_changes:
*
* Apply shader state changes.
**/
void menu_shader_manager_apply_changes(struct video_shader *shader)
{
enum rarch_shader_type type = RARCH_SHADER_NONE;
if (!shader)
return;
type = menu_shader_manager_get_type(shader);
if (shader->passes && type != RARCH_SHADER_NONE)
{
menu_shader_manager_save_preset(shader, NULL, true);
return;
}
menu_shader_manager_set_preset(NULL, type, NULL, true);
}