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https://github.com/libretro/RetroArch
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Move another function over to menu_driver.c
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4830150d22
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c75bb549e5
@ -21,6 +21,7 @@
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#endif
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#include <retro_timers.h>
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#include <lists/dir_list.h>
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#include <string/stdstring.h>
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#include <streams/file_stream.h>
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@ -2805,4 +2806,65 @@ void menu_driver_set_last_shader_path_int(
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if (!string_is_empty(file_name))
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strlcpy(shader_file, file_name, file_len);
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}
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bool dir_init_shader_internal(
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bool shader_remember_last_dir,
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struct rarch_dir_shader_list *dir_list,
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const char *shader_dir,
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const char *shader_file_name,
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bool show_hidden_files)
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{
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size_t i;
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struct string_list *new_list = dir_list_new_special(
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shader_dir, DIR_LIST_SHADERS, NULL, show_hidden_files);
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bool search_file_name = shader_remember_last_dir &&
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!string_is_empty(shader_file_name);
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if (!new_list)
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return false;
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if (new_list->size < 1)
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{
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dir_list_free(new_list);
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return false;
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}
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dir_list_sort(new_list, false);
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dir_list->shader_list = new_list;
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dir_list->directory = strdup(shader_dir);
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dir_list->selection = 0;
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dir_list->shader_loaded = false;
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dir_list->remember_last_preset_dir = shader_remember_last_dir;
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if (search_file_name)
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{
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for (i = 0; i < new_list->size; i++)
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{
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const char *file_name = NULL;
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const char *file_path = new_list->elems[i].data;
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if (string_is_empty(file_path))
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continue;
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/* If a shader file name has been provided,
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* search the list for a match and set 'selection'
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* index if found */
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file_name = path_basename(file_path);
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if (!string_is_empty(file_name) &&
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string_is_equal(file_name, shader_file_name))
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{
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RARCH_LOG("[Shaders]: %s \"%s\"\n",
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msg_hash_to_str(MSG_FOUND_SHADER),
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file_path);
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dir_list->selection = i;
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break;
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}
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}
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}
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return true;
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}
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#endif
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@ -182,6 +182,13 @@ void menu_driver_set_last_shader_path_int(
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char *shader_dir, size_t dir_len,
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char *shader_file, size_t file_len);
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bool dir_init_shader_internal(
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bool shader_remember_last_dir,
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struct rarch_dir_shader_list *dir_list,
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const char *shader_dir,
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const char *shader_file_name,
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bool show_hidden_files);
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RETRO_END_DECLS
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#endif
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61
retroarch.c
61
retroarch.c
@ -7439,67 +7439,6 @@ static void dir_free_shader(
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}
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#if defined(HAVE_CG) || defined(HAVE_GLSL) || defined(HAVE_SLANG) || defined(HAVE_HLSL)
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static bool dir_init_shader_internal(
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bool shader_remember_last_dir,
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struct rarch_dir_shader_list *dir_list,
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const char *shader_dir,
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const char *shader_file_name,
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bool show_hidden_files)
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{
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size_t i;
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struct string_list *new_list = dir_list_new_special(
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shader_dir, DIR_LIST_SHADERS, NULL, show_hidden_files);
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bool search_file_name = shader_remember_last_dir &&
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!string_is_empty(shader_file_name);
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if (!new_list)
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return false;
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if (new_list->size < 1)
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{
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dir_list_free(new_list);
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return false;
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}
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dir_list_sort(new_list, false);
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dir_list->shader_list = new_list;
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dir_list->directory = strdup(shader_dir);
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dir_list->selection = 0;
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dir_list->shader_loaded = false;
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dir_list->remember_last_preset_dir = shader_remember_last_dir;
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if (search_file_name)
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{
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for (i = 0; i < new_list->size; i++)
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{
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const char *file_name = NULL;
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const char *file_path = new_list->elems[i].data;
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if (string_is_empty(file_path))
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continue;
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/* If a shader file name has been provided,
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* search the list for a match and set 'selection'
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* index if found */
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file_name = path_basename(file_path);
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if (!string_is_empty(file_name) &&
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string_is_equal(file_name, shader_file_name))
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{
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RARCH_LOG("[Shaders]: %s \"%s\"\n",
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msg_hash_to_str(MSG_FOUND_SHADER),
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file_path);
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dir_list->selection = i;
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break;
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}
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}
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}
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return true;
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}
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static void dir_init_shader(
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struct rarch_state *p_rarch,
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settings_t *settings,
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