/* 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 . */ #include #include #ifdef HAVE_CONFIG_H #include "../config.h" #endif #include #include #include #include #include #include #include #include #include #include "../configuration.h" #include "../verbosity.h" #include "../frontend/frontend_driver.h" #include "../command.h" #include "../file_path_special.h" #include "../retroarch.h" #include "video_shader_parse.h" #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) #include "drivers_shader/slang_process.h" #endif /* TODO/FIXME - global state - perhaps move outside this file */ static path_change_data_t *file_change_data = NULL; /** * wrap_mode_to_str: * @type : Wrap type. * * Translates wrap mode to human-readable string identifier. * * Returns: human-readable string identifier of wrap mode. **/ static const char *wrap_mode_to_str(enum gfx_wrap_type type) { switch (type) { case RARCH_WRAP_BORDER: return "clamp_to_border"; case RARCH_WRAP_EDGE: return "clamp_to_edge"; case RARCH_WRAP_REPEAT: return "repeat"; case RARCH_WRAP_MIRRORED_REPEAT: return "mirrored_repeat"; default: break; } return "???"; } /** * wrap_str_to_mode: * @type : Wrap type in human-readable string format. * * Translates wrap mode from human-readable string to enum mode value. * * Returns: enum mode value of wrap type. **/ static enum gfx_wrap_type wrap_str_to_mode(const char *wrap_mode) { if (string_is_equal(wrap_mode, "clamp_to_border")) return RARCH_WRAP_BORDER; else if (string_is_equal(wrap_mode, "clamp_to_edge")) return RARCH_WRAP_EDGE; else if (string_is_equal(wrap_mode, "repeat")) return RARCH_WRAP_REPEAT; else if (string_is_equal(wrap_mode, "mirrored_repeat")) return RARCH_WRAP_MIRRORED_REPEAT; RARCH_WARN("[ Shaders ]: Invalid wrapping type %s. Valid ones are: clamp_to_border" " (default), clamp_to_edge, repeat and mirrored_repeat. Falling back to default.\n", wrap_mode); return RARCH_WRAP_DEFAULT; } /** * video_shader_parse_pass: * @conf : Preset file to read from. * @pass : Shader passes handle. * @i : Index of shader pass. * * Parses shader pass from preset file. * * Returns: true (1) if successful, otherwise false (0). **/ static bool video_shader_parse_pass(config_file_t *conf, struct video_shader_pass *pass, unsigned i) { char shader_name[64]; char filter_name_buf[64]; char wrap_name_buf[64]; char frame_count_mod_buf[64]; char srgb_output_buf[64]; char fp_fbo_buf[64]; char mipmap_buf[64]; char alias_buf[64]; char scale_name_buf[64]; char attr_name_buf[64]; char scale_type[64]; char scale_type_x[64]; char scale_type_y[64]; char tmp_path[PATH_MAX_LENGTH]; struct gfx_fbo_scale *scale = NULL; bool tmp_bool = false; float fattr = 0.0f; int iattr = 0; struct config_entry_list *entry = NULL; fp_fbo_buf[0] = mipmap_buf[0] = alias_buf[0] = scale_name_buf[0] = attr_name_buf[0] = scale_type[0] = scale_type_x[0] = scale_type_y[0] = shader_name[0] = filter_name_buf[0] = wrap_name_buf[0] = frame_count_mod_buf[0] = srgb_output_buf[0] = '\0'; /* Source */ snprintf(shader_name, sizeof(shader_name), "shader%u", i); if (!config_get_path(conf, shader_name, tmp_path, sizeof(tmp_path))) { RARCH_ERR("[ Shaders ]: Couldn't parse shader source (%s).\n", shader_name); return false; } fill_pathname_resolve_relative(pass->source.path, conf->path, tmp_path, sizeof(pass->source.path)); /* Smooth */ snprintf(filter_name_buf, sizeof(filter_name_buf), "filter_linear%u", i); if (config_get_bool(conf, filter_name_buf, &tmp_bool)) { bool smooth = tmp_bool; pass->filter = smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST; } else pass->filter = RARCH_FILTER_UNSPEC; /* Wrapping mode */ snprintf(wrap_name_buf, sizeof(wrap_name_buf), "wrap_mode%u", i); if ((entry = config_get_entry(conf, wrap_name_buf)) && !string_is_empty(entry->value)) pass->wrap = wrap_str_to_mode(entry->value); entry = NULL; /* Frame count mod */ snprintf(frame_count_mod_buf, sizeof(frame_count_mod_buf), "frame_count_mod%u", i); if ((entry = config_get_entry(conf, frame_count_mod_buf)) && !string_is_empty(entry->value)) pass->frame_count_mod = (unsigned)strtoul(entry->value, NULL, 0); entry = NULL; /* FBO types and mipmapping */ snprintf(srgb_output_buf, sizeof(srgb_output_buf), "srgb_framebuffer%u", i); if (config_get_bool(conf, srgb_output_buf, &tmp_bool)) pass->fbo.srgb_fbo = tmp_bool; snprintf(fp_fbo_buf, sizeof(fp_fbo_buf), "float_framebuffer%u", i); if (config_get_bool(conf, fp_fbo_buf, &tmp_bool)) pass->fbo.fp_fbo = tmp_bool; snprintf(mipmap_buf, sizeof(mipmap_buf), "mipmap_input%u", i); if (config_get_bool(conf, mipmap_buf, &tmp_bool)) pass->mipmap = tmp_bool; snprintf(alias_buf, sizeof(alias_buf), "alias%u", i); if (!config_get_array(conf, alias_buf, pass->alias, sizeof(pass->alias))) *pass->alias = '\0'; /* Scale */ scale = &pass->fbo; snprintf(scale_name_buf, sizeof(scale_name_buf), "scale_type%u", i); config_get_array(conf, scale_name_buf, scale_type, sizeof(scale_type)); snprintf(scale_name_buf, sizeof(scale_name_buf), "scale_type_x%u", i); config_get_array(conf, scale_name_buf, scale_type_x, sizeof(scale_type_x)); snprintf(scale_name_buf, sizeof(scale_name_buf), "scale_type_y%u", i); config_get_array(conf, scale_name_buf, scale_type_y, sizeof(scale_type_y)); if (!*scale_type && !*scale_type_x && !*scale_type_y) return true; if (*scale_type) { strlcpy(scale_type_x, scale_type, sizeof(scale_type_x)); strlcpy(scale_type_y, scale_type, sizeof(scale_type_y)); } scale->valid = true; scale->type_x = RARCH_SCALE_INPUT; scale->type_y = RARCH_SCALE_INPUT; scale->scale_x = 1.0; scale->scale_y = 1.0; if (*scale_type_x) { if (string_is_equal(scale_type_x, "source")) scale->type_x = RARCH_SCALE_INPUT; else if (string_is_equal(scale_type_x, "viewport")) scale->type_x = RARCH_SCALE_VIEWPORT; else if (string_is_equal(scale_type_x, "absolute")) scale->type_x = RARCH_SCALE_ABSOLUTE; else { RARCH_ERR("[ Shaders ]: Invalid attribute.\n"); return false; } } if (*scale_type_y) { if (string_is_equal(scale_type_y, "source")) scale->type_y = RARCH_SCALE_INPUT; else if (string_is_equal(scale_type_y, "viewport")) scale->type_y = RARCH_SCALE_VIEWPORT; else if (string_is_equal(scale_type_y, "absolute")) scale->type_y = RARCH_SCALE_ABSOLUTE; else { RARCH_ERR("[ Shaders ]: Invalid attribute.\n"); return false; } } snprintf(attr_name_buf, sizeof(attr_name_buf), "scale%u", i); if (scale->type_x == RARCH_SCALE_ABSOLUTE) { if (config_get_int(conf, attr_name_buf, &iattr)) scale->abs_x = iattr; else { snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_x%u", i); if (config_get_int(conf, attr_name_buf, &iattr)) scale->abs_x = iattr; } } else { if (config_get_float(conf, attr_name_buf, &fattr)) scale->scale_x = fattr; else { snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_x%u", i); if (config_get_float(conf, attr_name_buf, &fattr)) scale->scale_x = fattr; } } snprintf(attr_name_buf, sizeof(attr_name_buf), "scale%u", i); if (scale->type_y == RARCH_SCALE_ABSOLUTE) { if (config_get_int(conf, attr_name_buf, &iattr)) scale->abs_y = iattr; else { snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_y%u", i); if (config_get_int(conf, attr_name_buf, &iattr)) scale->abs_y = iattr; } } else { if (config_get_float(conf, attr_name_buf, &fattr)) scale->scale_y = fattr; else { snprintf(attr_name_buf, sizeof(attr_name_buf), "scale_y%u", i); if (config_get_float(conf, attr_name_buf, &fattr)) scale->scale_y = fattr; } } return true; } /** * video_shader_parse_textures: * @conf : Preset file to read from. * @shader : Shader pass handle. * * Parses shader textures. * * Returns: true (1) if successful, otherwise false (0). **/ static bool video_shader_parse_textures(config_file_t *conf, struct video_shader *shader) { size_t path_size = PATH_MAX_LENGTH; const char *id = NULL; char *save = NULL; char *textures = (char*)malloc(1024 + path_size); if (!textures) return false; textures[0] = '\0'; if (!config_get_array(conf, "textures", textures, 1024)) { free(textures); return true; } for (id = strtok_r(textures, ";", &save); id && shader->luts < GFX_MAX_TEXTURES; shader->luts++, id = strtok_r(NULL, ";", &save)) { char id_filter[64]; char id_wrap[64]; char id_mipmap[64]; bool mipmap = false; bool smooth = false; struct config_entry_list *entry = NULL; id_filter[0] = id_wrap[0] = id_mipmap[0] = '\0'; if (!(entry = config_get_entry(conf, id)) || string_is_empty(entry->value)) { RARCH_ERR("[ Shaders ]: Cannot find path to texture \"%s\" ...\n", id); free(textures); return false; } fill_pathname_resolve_relative(shader->lut[shader->luts].path, conf->path, entry->value, sizeof(shader->lut[shader->luts].path)); entry = NULL; strlcpy(shader->lut[shader->luts].id, id, sizeof(shader->lut[shader->luts].id)); strlcpy(id_filter, id, sizeof(id_filter)); strlcat(id_filter, "_linear", sizeof(id_filter)); if (config_get_bool(conf, id_filter, &smooth)) shader->lut[shader->luts].filter = smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST; else shader->lut[shader->luts].filter = RARCH_FILTER_UNSPEC; strlcpy(id_wrap, id, sizeof(id_wrap)); strlcat(id_wrap, "_wrap_mode", sizeof(id_wrap)); 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; strlcpy(id_mipmap, id, sizeof(id_mipmap)); strlcat(id_mipmap, "_mipmap", sizeof(id_mipmap)); 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: * @params : Shader parameter handle. * @num_params : Number of shader params in @params. * @id : Identifier to search for. * * Finds a shader parameter with identifier @id in @params.. * * Returns: 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_set_current_parameters: * @conf : Preset file to read from. * @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. * * Returns: true (1) if successful, otherwise false (0). **/ bool video_shader_resolve_current_parameters(config_file_t *conf, struct video_shader *shader) { unsigned i; const struct config_entry_list *entry = NULL; 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++) { 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); if (config_get_float(conf, shader->parameters[i].id, ¶meter->current)) RARCH_LOG("[ Shaders - Load Parameter Values]: %s = %f.\n", shader->parameters[i].id, parameter->current); else RARCH_WARN("[ Shaders - Load Parameter Values]: Name %s is set in preset " "but couldn't load its value.\n", shader->parameters[i].id); } } return true; } /** * video_shader_resolve_parameters: * @conf : Preset file to read from. * @shader : Shader passes handle. * * Resolves all shader parameters belonging to shaders. * Fills the parameter definition list of the shader * then calls video_shader_resolve_current_parameters to * read in the config parameter values * * Returns: true (1) if successful, otherwise false (0). **/ bool video_shader_resolve_parameters(config_file_t *conf, struct video_shader *shader) { unsigned i; struct video_shader_parameter *param = &shader->parameters[0]; shader->num_parameters = 0; /* Find all parameters in our shaders. */ for (i = 0; i < shader->passes; i++) { const char *path = shader->pass[i].source.path; uint8_t *buf = NULL; int64_t buf_len = 0; struct string_list lines = {0}; size_t line_index = 0; bool lines_inited = false; if (string_is_empty(path)) continue; if (!path_is_valid(path)) continue; #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) /* First try to use the more robust slang * implementation to support #includes. */ /* FIXME: The check for slang can be removed * if it's sufficiently tested for * GLSL/Cg as well, it should be the same implementation. */ if (string_is_equal(path_get_extension(path), "slang") && slang_preprocess_parse_parameters(path, shader)) continue; /* If that doesn't work, fallback to the old path. * Ideally, we'd get rid of this path sooner or later. */ #endif /* Read file contents */ if (!filestream_read_file(path, (void**)&buf, &buf_len)) continue; /* 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 */ ret = sscanf(line, "#pragma parameter %63s \"%63[^\"]\" %f %f %f %f", param->id, param->desc, ¶m->initial, ¶m->minimum, ¶m->maximum, ¶m->step); if (ret < 5) continue; param->id[63] = '\0'; param->desc[63] = '\0'; if (ret == 5) param->step = 0.1f * (param->maximum - param->minimum); param->pass = i; RARCH_LOG("[ 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); param->current = param->initial; shader->num_parameters++; param++; } string_list_deinitialize(&lines); } return video_shader_resolve_current_parameters(conf, shader); } #ifdef _WIN32 static void make_relative_path_portable(char* path) { /* use '/' instead of '\' for maximum portability */ char* p; for (p = path; *p; p++) if (*p == '\\') *p = '/'; } #endif /** * video_shader_check_reference_chain: * @path_to_save : Path of the preset we want to validate is safe to save * as a simple preset * @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) * * Returns: true (1) if it was able to load all presets and found a full preset * otherwise false (0). **/ bool video_shader_check_reference_chain_for_save(const char *path_to_save, const char *reference_path) { config_file_t *conf = config_file_new_from_path_to_string(reference_path); char* nested_reference_path = (char*)malloc(PATH_MAX_LENGTH); bool return_val = true; if (!conf) { return_val = false; } else { int reference_depth = 1; while (conf->reference) { /* 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. * 16 references deep seems like more than enough depth for expected usage */ if (reference_depth > 16) { RARCH_ERR("[ Shaders - Save Simple Preset ]: Exceeded maximum reference " "depth(16) without finding a full preset. " "This chain of referenced presets is likely cyclical.\n"); return_val = false; break; } /* Resolve the reference path relative to the config */ if (path_is_absolute(conf->reference)) strlcpy(nested_reference_path, conf->reference, PATH_MAX_LENGTH); else fill_pathname_resolve_relative(nested_reference_path, conf->path, conf->reference, PATH_MAX_LENGTH); /* 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_reference_path, path_to_save)) { RARCH_WARN("[ Shaders - Save Simple Preset ]: 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\n", path_to_save, reference_path, conf->path, nested_reference_path); return_val = false; break; } /* Create a new config from the referenced path */ config_file_free(conf); conf = config_file_new_from_path_to_string(nested_reference_path); /* If we can't read the reference preset */ if (!conf) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Could not read shader preset " "in #reference line: %s\n", nested_reference_path); return_val = false; break; } reference_depth += 1; } } free(nested_reference_path); config_file_free(conf); return return_val; } /** * video_shader_write_referenced_preset: * @path : File to write to * @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 * Returns false if a referenced preset cannot be saved * See: video_shader_read_preset **/ bool video_shader_write_referenced_preset(const char *path, const char *shader_dir, const struct video_shader *shader) { unsigned i; config_file_t *conf = NULL; config_file_t *reference_conf = NULL; bool ret = false; bool continue_saving_reference = true; char *new_preset_basedir = strdup(path); char *config_dir = (char*)malloc(PATH_MAX_LENGTH); char *relative_temp_reference_path = (char*)malloc(PATH_MAX_LENGTH); char *abs_temp_reference_path = (char*)malloc(PATH_MAX_LENGTH); char *path_to_reference = (char*)malloc(PATH_MAX_LENGTH); config_dir[0] = '\0'; relative_temp_reference_path[0] = '\0'; abs_temp_reference_path[0] = '\0'; path_to_reference[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 (!shader->loaded_preset_path) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Saving Full Preset because the " "loaded Shader does not have a path to a previously loaded preset " "file on disk.\n"); continue_saving_reference = false; goto end; } /* If the initial preset loaded is the ever-changing retroarch preset don't save a reference * TODO remove once we don't write this preset anymore */ if (!strncmp(path_basename(shader->loaded_preset_path), "retroarch", STRLEN_CONST("retroarch"))) { continue_saving_reference = false; RARCH_WARN("[ Shaders - Save Simple Preset ]: Saving Full Preset because we can't " "save a reference to the ever-changing retroarch preset.\n"); continue_saving_reference = false; goto end; } strlcpy(path_to_reference, shader->loaded_preset_path, PATH_MAX_LENGTH); /* Get a config from the file we want to make a reference to */ reference_conf = config_file_new_from_path_to_string(path_to_reference); /* If the original preset can't be loaded, probably because it isn't there anymore */ if (!reference_conf) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Saving Full Preset because the " "initially loaded preset can't be loaded. It was likely " "renamed or deleted.\n"); continue_saving_reference = false; 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 (reference_conf->reference) { /* Get the absolute reference path in the initially loaded preset file*/ if (!path_is_absolute(reference_conf->reference)) fill_pathname_resolve_relative(abs_temp_reference_path, reference_conf->path, reference_conf->reference, PATH_MAX_LENGTH); else abs_temp_reference_path = strdup(reference_conf->reference); /* 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_temp_reference_path, path)) { strlcpy(path_to_reference, abs_temp_reference_path, PATH_MAX_LENGTH); config_file_free(reference_conf); reference_conf = config_file_new_from_path_to_string(path_to_reference); } } /* 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_reference, path) || !strncmp(config_dir, path_to_reference, 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 (reference_conf->reference) { /* Get the absolute path for the reference */ if (!path_is_absolute(reference_conf->reference)) fill_pathname_resolve_relative(path_to_reference, reference_conf->path, reference_conf->reference, PATH_MAX_LENGTH); else strlcpy(path_to_reference, reference_conf->reference, PATH_MAX_LENGTH); /* 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_reference, path)) { config_file_free(reference_conf); reference_conf = config_file_new_from_path_to_string(path_to_reference); /* If the reference also has a reference inside it */ if (reference_conf->reference) { /* Get the absolute path for the reference */ if (!path_is_absolute(reference_conf->reference)) fill_pathname_resolve_relative(path_to_reference, reference_conf->path, reference_conf->reference, PATH_MAX_LENGTH); else strlcpy(path_to_reference, reference_conf->reference, PATH_MAX_LENGTH); } /* If the config referenced is a full preset */ else { RARCH_WARN("[ Shaders - Save Simple Preset ]: Saving Full Preset because we " "can't save a preset which would reference itself.\n"); continue_saving_reference = false; 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 - Save Simple Preset ]: Saving Full Preset because we " "can't save a preset which would reference itself.\n"); continue_saving_reference = false; 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, path_to_reference)) { RARCH_WARN("[ Shaders - Save Simple Preset ]: 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"); continue_saving_reference = false; goto end; } if (continue_saving_reference) { path_relative_to(relative_temp_reference_path, path_to_reference, new_preset_basedir, PATH_MAX_LENGTH); #ifdef _WIN32 if (!path_is_absolute(relative_temp_reference_path)) make_relative_path_portable(relative_temp_reference_path); #endif /* Create a new EMPTY config */ conf = config_file_new_alloc(); if (!(conf)) goto end; conf->path = strdup(path); /* Add the reference path to the config */ config_file_set_reference_path(conf, relative_temp_reference_path); /* Set modified to true so when you run config_file_write it will save a file */ conf->modified = true; /* Get a config from the #reference line in the preset * We will compare the current shader against this config */ config_file_free(reference_conf); reference_conf = video_shader_read_preset(path_to_reference); /* reference_conf could be NULL if the file was not found or if the * chain of references was too deep */ if (reference_conf == NULL) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Saving Full Preset because we " "could not load the preset from the #reference line: %s.\n", path_to_reference); continue_saving_reference = false; } else { /* 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 */ struct video_shader *root_shader = NULL; root_shader = (struct video_shader*) calloc(1, sizeof(*root_shader)); video_shader_read_conf_preset(reference_conf, root_shader); /* Check number of passes match */ if (shader->passes != root_shader->passes) { RARCH_WARN("[ Shaders - Save Simple Preset ]: passes (Number of Passes) " "Current Value doesn't match Referenced Value - Full Preset " "will be Saved instead of Simple Preset\n"); continue_saving_reference = false; } /* Compare all passes from the shader if anything is different then we should not save a reference and save instead safe a full preset instead */ if (continue_saving_reference) { /* Step through each pass comparing all the properties to make sure they match */ for (i = 0; (i < shader->passes && continue_saving_reference == true); i++) { const struct video_shader_pass *pass = &shader->pass[i]; const struct video_shader_pass *root_pass = &root_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)) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u path", i); continue_saving_reference = false; } if (continue_saving_reference && pass->filter != root_pass->filter) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u filter", i); continue_saving_reference = false; } if (continue_saving_reference && pass->wrap != root_pass->wrap) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u wrap", i); continue_saving_reference = false; } if (continue_saving_reference && pass->frame_count_mod != root_pass->frame_count_mod) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u frame_count", i); continue_saving_reference = false; } if (continue_saving_reference && pass->mipmap != root_pass->mipmap) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u mipmap", i); continue_saving_reference = false; } if (continue_saving_reference && !string_is_equal(pass->alias, root_pass->alias)) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u alias", i); continue_saving_reference = false; } if (continue_saving_reference && fbo->type_x != root_fbo->type_x) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u type_x", i); continue_saving_reference = false; } if (continue_saving_reference && fbo->type_y != root_fbo->type_y) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u type_y", i); continue_saving_reference = false; } if (continue_saving_reference && fbo->scale_x != root_fbo->scale_x) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u scale_x", i); continue_saving_reference = false; } if (continue_saving_reference && fbo->scale_y != root_fbo->scale_y) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u scale_y", i); continue_saving_reference = false; } if (continue_saving_reference && fbo->fp_fbo != root_fbo->fp_fbo) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u fp_fbo", i); continue_saving_reference = false; } if (continue_saving_reference && fbo->srgb_fbo != root_fbo->srgb_fbo) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u srgb_fbo", i); continue_saving_reference = false; } if (continue_saving_reference && fbo->valid != root_fbo->valid) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u valid", i); continue_saving_reference = false; } if (continue_saving_reference && fbo->abs_x != root_fbo->abs_x) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u abs_x", i); continue_saving_reference = false; } if (continue_saving_reference && fbo->abs_y != root_fbo->abs_y) { RARCH_WARN("[ Shaders - Save Simple Preset ]: Pass %u abs_y", i); continue_saving_reference = false; } if (!continue_saving_reference) RARCH_WARN(" Current Value doesn't match Referenced Value - " "Full Preset Will be Saved instead of Simple Preset\n"); } } if (continue_saving_reference) { const struct config_entry_list *entry = NULL; /* If the shader has parameters */ if (shader->num_parameters) { unsigned i; float parameter_value_reference = 0.0f; for (i = 0; i < shader->num_parameters; i++) { bool add_param_to_override = false; entry = config_get_entry(reference_conf, shader->parameters[i].id); /* If the parameter is in the reference config */ if (entry) { /* If the current param value is different than the referenced preset's value */ config_get_float(reference_conf, shader->parameters[i].id, ¶meter_value_reference); if (shader->parameters[i].current != parameter_value_reference) add_param_to_override = true; } /* If it's not in the reference config, but it's different than the initial value of the shader */ else if (shader->parameters[i].current != shader->parameters[i].initial) add_param_to_override = true; /* Add the parameter value to the config */ if (add_param_to_override) config_set_float(conf, shader->parameters[i].id, shader->parameters[i].current); } } /* If the shader has textures */ if (shader->luts) { char *shader_tex_path = (char*)malloc(PATH_MAX_LENGTH); char *shader_tex_relative_path = (char*)malloc(PATH_MAX_LENGTH); char *shader_tex_base_path = (char*)malloc(PATH_MAX_LENGTH); char *referenced_tex_absolute_path = (char*)malloc(PATH_MAX_LENGTH); char *referenced_tex_path = (char*)malloc(PATH_MAX_LENGTH); unsigned i; shader_tex_path[0] = '\0'; shader_tex_relative_path[0] = '\0'; shader_tex_base_path[0] = '\0'; referenced_tex_absolute_path[0] = '\0'; referenced_tex_path[0] = '\0'; for (i = 0; i < shader->luts; i++) { /* If the texture is defined in the reference config */ entry = config_get_entry(reference_conf, shader->lut[i].id); if (entry) { /* Texture path from shader is already absolute */ strlcpy(shader_tex_path, shader->lut[i].path, PATH_MAX_LENGTH); strlcpy(referenced_tex_path, entry->value, PATH_MAX_LENGTH); /* Resolve the texture's path relative to the override config */ if (!path_is_absolute(referenced_tex_path)) fill_pathname_resolve_relative(referenced_tex_absolute_path, reference_conf->path, entry->value, PATH_MAX_LENGTH); else strlcpy(referenced_tex_absolute_path, referenced_tex_path, PATH_MAX_LENGTH); /* If the current shader texture path is different than the referenced paths then * write the current path into the new preset */ if (!string_is_equal(referenced_tex_absolute_path, shader->lut[i].path)) { /* Get the texture path relative to the new preset */ path_relative_to(shader_tex_relative_path, shader_tex_path, path_basename(path), PATH_MAX_LENGTH); RARCH_LOG("[ Shaders - Save Simple Preset ]: Texture override %s = %s.\n", shader->lut[i].id, shader->lut[i].path); config_set_path(conf, shader->lut[i].id, shader->lut[i].path); } } } free(shader_tex_path); free(shader_tex_relative_path); free(shader_tex_base_path); free(referenced_tex_absolute_path); free(referenced_tex_path); } /* Write the file, return will be true if successful */ RARCH_LOG("[ Shaders - Save Simple Preset ]: Saving simple preset to: %s\n", path); ret = config_file_write(conf, path, false); } free(root_shader); } } end: config_file_free(conf); config_file_free(reference_conf); free(abs_temp_reference_path); free(relative_temp_reference_path); free(new_preset_basedir); free(config_dir); free(path_to_reference); return ret; } /** * video_shader_write_preset: * @path : File to write to * @shader : Shader preset to write * @reference : Whether a reference preset should be written * * Writes a preset to disk. Can be written as a reference preset. * See: video_shader_read_preset **/ 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]; config_file_t *conf; bool ret; if (!shader || string_is_empty(path)) return false; fill_pathname_join( 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; } else { RARCH_WARN("[ Shaders - Save Simple Preset ]: 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 */ /* Note: We always create a new/blank config * file here. Loading and updating an existing * file could leave us with unwanted/invalid * parameters. */ if (!(conf = config_file_new_alloc())) return false; video_shader_write_conf_preset(conf, shader, path); ret = config_file_write(conf, path, false); config_file_free(conf); return ret; } /** * override_config_values: * @conf : Config file to be affected * @override_conf : Config file who's values will be copied on top of conf * * Takes values from override_config and overrides values of conf * The 'parameters' value will be the combined parameter list from both configs * * Returns 0 if nothing is overridden * Returns 1 if something is overridden **/ bool override_config_values(config_file_t *conf, config_file_t *override_conf) { int return_val = 0; size_t param_size = 4096 * sizeof(char); const char *id = NULL; char *save = NULL; size_t path_size = PATH_MAX_LENGTH; char *override_texture_path = (char*)malloc(path_size); char *resolved_path = (char*)malloc(path_size); char *textures_in_conf = (char*)malloc(param_size); size_t tmp_size = PATH_MAX_LENGTH; char *tmp = (char*)malloc(3*tmp_size); char *tmp_rel = tmp + tmp_size; char *tmp_base = tmp + 2*tmp_size; struct config_entry_list *override_entry = NULL; textures_in_conf[0] = '\0'; strlcpy(tmp_base, conf->path, tmp_size); if (conf == NULL || override_conf == NULL) return 0; /* --------------------------------------------------------------------------------- * ------------- Resolve Override texture paths to absolute paths------------------- * --------------------------------------------------------------------------------- */ /* ensure we use a clean base like the shader passes and texture paths do */ path_resolve_realpath(tmp_base, tmp_size, false); path_basedir(tmp_base); /* If there are textures in the referenced config */ if (config_get_array(conf, "textures", textures_in_conf, param_size)) { for ( id = strtok_r(textures_in_conf, ";", &save); id; id = strtok_r(NULL, ";", &save)) { /* Get the texture path from the override config */ if (config_get_path(override_conf, id, override_texture_path, path_size)) { /* Resolve the texture's path relative to the override config */ if (!path_is_absolute(override_texture_path)) fill_pathname_resolve_relative(resolved_path, override_conf->path, override_texture_path, PATH_MAX_LENGTH); else strlcpy(resolved_path, override_texture_path, path_size); path_relative_to(tmp_rel, resolved_path, tmp_base, tmp_size); config_set_path(override_conf, id, tmp_rel); return_val = 1; } } } /* --------------------------------------------------------------------------------- * ------------- Update entries to match the override entries ---------------------- * --------------------------------------------------------------------------------- */ for (override_entry = override_conf->entries; override_entry; override_entry = override_entry->next) /* Only override an entry if the its key is not "textures" */ if (!string_is_empty(override_entry->key) && !string_is_equal(override_entry->key, "textures")) { RARCH_LOG("[ Shaders - Read Simple Preset ]: Parameter/Entry overridden %s = %s.\n", override_entry->key, override_entry->value); config_set_string(conf, override_entry->key, override_entry->value); return_val = 1; } free(tmp); free(resolved_path); free(override_texture_path); free(textures_in_conf); return return_val; } /** * video_shader_read_preset: * @path : File to read * * Reads a preset from disk. * If the preset is a reference preset, the referenced preset * is loaded instead. * * Returns the read preset as a config object. * * The returned config object needs to be freed. **/ config_file_t *video_shader_read_preset(const char *path) { config_file_t *conf; conf = config_file_new_from_path_to_string(path); if (conf != NULL) { int reference_depth = 1; if (conf->reference) RARCH_LOG("[ Shaders - Read Preset ]: Start reading SIMPLE Preset: %s\n", path); else RARCH_LOG("[ Shaders - Read Preset ]: Start reading FULL Preset: %s\n", path); /* If the config has a reference then it is really an override config. * We now load a new config from the reference then override it's values * with the override config */ while (conf->reference) { char* reference_preset_path = (char*)malloc(PATH_MAX_LENGTH); /* Set override_conf to refer to the original config */ config_file_t *override_conf = conf; /* Stop attempting to read the next reference when we have visited many links * in the reference chain because we are likely in a self referential loop. * 16 references deep seems like more than enough depth for expected usage */ if (reference_depth > 16) { RARCH_ERR("[ Shaders - Read Simple Preset ]: Exceeded maximum reference " "depth(16) without finding a full preset\n"); free(reference_preset_path); config_file_free(conf); conf = NULL; return NULL; } /* Resolve the reference path relative to the config */ if (path_is_absolute(conf->reference)) strlcpy(reference_preset_path, conf->reference, PATH_MAX_LENGTH); else fill_pathname_resolve_relative(reference_preset_path, conf->path, conf->reference, PATH_MAX_LENGTH); RARCH_LOG("[ Shaders - Read Simple Preset ]: #reference preset read " "(Depth %u): %s\n", reference_depth, reference_preset_path); /* Create a new config from the root preset */ conf = config_file_new_from_path_to_string(reference_preset_path); /* Only try to override values if the config is not NULL * If it is NULL there is no shader*/ if (conf != NULL) /* override_conf is from the initial file we loaded which * has the #reference directive*/ override_config_values(conf, override_conf); else { RARCH_WARN("[ Shaders - Read Simple Preset ]: Could not read shader preset " "in #reference line: %s\n", reference_preset_path); free(reference_preset_path); config_file_free(override_conf); break; } reference_depth += 1; free(reference_preset_path); config_file_free(override_conf); } /* Set Path for originally loaded preset */ config_set_path(conf, "loaded_preset_path", path); } else RARCH_WARN("[ Shaders - Read Preset ]: Could not read preset: %s \n", path); return conf; } /** * video_shader_read_conf_preset: * @conf : Preset file to read from. * @shader : Shader passes handle. * * Loads preset file and all associated state (passes, * textures, imports, etc). * * Returns: true (1) if successful, otherwise false (0). **/ bool video_shader_read_conf_preset(config_file_t *conf, struct video_shader *shader) { unsigned i; unsigned shaders = 0; settings_t *settings = config_get_ptr(); bool watch_files = settings->bools.video_shader_watch_files; char loaded_preset_path[PATH_MAX_LENGTH]; memset(shader, 0, sizeof(*shader)); if (!config_get_uint(conf, "shaders", &shaders)) { RARCH_ERR("[ Shaders - Read Preset ]: Cannot find \"shaders\" param. " "Preset is invalid.\n"); return false; } if (!shaders) { RARCH_ERR("[ Shaders - Read Preset ]: Need to define at least 1 shader pass. " "Preset is invalid.\n"); return false; } if (!config_get_int(conf, "feedback_pass", &shader->feedback_pass)) shader->feedback_pass = -1; shader->passes = MIN(shaders, 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, this would be * different than the root preset in the case preset of use of the #reference directive * in the original preset loaded */ config_get_path(conf, "loaded_preset_path", loaded_preset_path, PATH_MAX_LENGTH); strlcpy( shader->loaded_preset_path, loaded_preset_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; } } return video_shader_parse_textures(conf, shader); } /* CGP store */ 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_bool(conf, key, fbo->fp_fbo); snprintf(key, sizeof(key), "srgb_framebuffer%u", i); config_set_bool(conf, key, fbo->srgb_fbo); 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_conf_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. **/ void video_shader_write_conf_preset(config_file_t *conf, const struct video_shader *shader, const char *preset_path) { unsigned i; char key[64]; size_t tmp_size = PATH_MAX_LENGTH; char *tmp = (char*)malloc(3*tmp_size); char *tmp_rel = tmp + tmp_size; char *tmp_base = tmp + 2*tmp_size; if (!tmp) return; RARCH_LOG("[ Shaders - Save Full Preset ]: Saving full preset to: %s\n", preset_path); config_set_int(conf, "shaders", shader->passes); if (shader->feedback_pass >= 0) config_set_int(conf, "feedback_pass", shader->feedback_pass); if (preset_path) { strlcpy(tmp_base, preset_path, tmp_size); /* ensure we use a clean base like the shader passes and texture paths do */ path_resolve_realpath(tmp_base, tmp_size, 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); if (preset_path) { strlcpy(tmp, pass->source.path, tmp_size); path_relative_to(tmp_rel, tmp, tmp_base, tmp_size); #ifdef _WIN32 if (!path_is_absolute(tmp_rel)) make_relative_path_portable(tmp_rel); #endif config_set_path(conf, key, tmp_rel); } else config_set_path(conf, key, pass->source.path); if (pass->filter != RARCH_FILTER_UNSPEC) { snprintf(key, sizeof(key), "filter_linear%u", i); config_set_bool(conf, key, pass->filter == RARCH_FILTER_LINEAR); } 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_bool(conf, key, pass->mipmap); 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]; textures[0] = '\0'; 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); for (i = 0; i < shader->luts; i++) { if (preset_path) { strlcpy(tmp, shader->lut[i].path, tmp_size); path_relative_to(tmp_rel, tmp, tmp_base, tmp_size); #ifdef _WIN32 if (!path_is_absolute(tmp_rel)) make_relative_path_portable(tmp_rel); #endif config_set_path(conf, shader->lut[i].id, tmp_rel); } else config_set_path(conf, shader->lut[i].id, shader->lut[i].path); if (shader->lut[i].filter != RARCH_FILTER_UNSPEC) { char key[128]; key[0] = '\0'; strlcpy(key, shader->lut[i].id, sizeof(key)); strlcat(key, "_linear", sizeof(key)); config_set_bool(conf, key, shader->lut[i].filter == RARCH_FILTER_LINEAR); } { char key[128]; key[0] = '\0'; strlcpy(key, shader->lut[i].id, sizeof(key)); strlcat(key, "_wrap_mode", sizeof(key)); config_set_string(conf, key, wrap_mode_to_str(shader->lut[i].wrap)); } { char key[128]; key[0] = '\0'; strlcpy(key, shader->lut[i].id, sizeof(key)); strlcat(key, "_mipmap", sizeof(key)); config_set_bool(conf, key, shader->lut[i].mipmap); } } } free(tmp); } const char *video_shader_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. **/ 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 (strlen(ext) > 1 && ext[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); }