/* 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 #ifdef HAVE_MENU #include "../menu/menu_driver.h" #include "../menu/menu_shader.h" #endif #include "../configuration.h" #include "../verbosity.h" #include "../frontend/frontend_driver.h" #include "../command.h" #include "../list_special.h" #include "../file_path_special.h" #include "../paths.h" #include "../retroarch.h" #if defined(HAVE_GFX_WIDGETS) #include "gfx_widgets.h" #endif #include "video_shader_parse.h" #if defined(HAVE_SLANG) && defined(HAVE_SPIRV_CROSS) #include "drivers_shader/slang_process.h" #endif /* Maximum depth of chain of referenced shader presets. * 16 seems to be a very large number of references at the moment. */ #define SHADER_MAX_REFERENCE_DEPTH 16 #define SHADER_NUM_WILDCARDS 15 static struct wildcard_token wildcard_tokens[SHADER_NUM_WILDCARDS] = { {RARCH_WILDCARD_CONTENT_DIR, "$CONTENT-DIR$"}, {RARCH_WILDCARD_CORE, "$CORE$"}, {RARCH_WILDCARD_GAME, "$GAME$"}, {RARCH_WILDCARD_VIDEO_DRIVER, "$VID-DRV$"}, {RARCH_WILDCARD_VIDEO_DRIVER_PRESET_EXT, "$VID-DRV-PRESET-EXT$"}, {RARCH_WILDCARD_VIDEO_DRIVER_SHADER_EXT, "$VID-DRV-SHADER-EXT$"}, {RARCH_WILDCARD_CORE_REQUESTED_ROTATION, "$CORE-REQ-ROT$"}, {RARCH_WILDCARD_VIDEO_ALLOW_CORE_ROTATION, "$VID-ALLOW-CORE-ROT$"}, {RARCH_WILDCARD_VIDEO_USER_ROTATION, "$VID-USER-ROT$"}, {RARCH_WILDCARD_VIDEO_FINAL_ROTATION, "$VID-FINAL-ROT$"}, {RARCH_WILDCARD_SCREEN_ORIENTATION, "$SCREEN-ORIENT$"}, {RARCH_WILDCARD_VIEWPORT_ASPECT_ORIENTATION, "$VIEW-ASPECT-ORIENT$"}, {RARCH_WILDCARD_CORE_ASPECT_ORIENTATION, "$CORE-ASPECT-ORIENT$"}, {RARCH_WILDCARD_PRESET_DIR, "$PRESET-DIR$"}, {RARCH_WILDCARD_PRESET, "$PRESET$"}, }; /* TODO/FIXME - global state - perhaps move outside this file */ static path_change_data_t *file_change_data = NULL; /** * fill_pathname_expanded_and_absolute: * @param out_path * String to write into. * @param in_refpath * Used to get the base path if in_path is relative. * @param in_path * Path to turn into an absolute path. * * Takes a path and returns an absolute path. * It will expand it if the path was using the root path format. * e.g. :\shaders * If the path was relative it will take this path and get the * absolute path using in_refpath as the path to extract a base path. * * out_path is filled with the absolute path **/ static void fill_pathname_expanded_and_absolute(char *out_path, const char *in_refpath, const char *in_path) { char expanded_path[PATH_MAX_LENGTH]; expanded_path[0] = '\0'; /* Expand paths which start with :\ to an absolute path */ fill_pathname_expand_special(expanded_path, in_path, sizeof(expanded_path)); /* Resolve the reference path relative to the config */ if (path_is_absolute(expanded_path)) strlcpy(out_path, expanded_path, PATH_MAX_LENGTH); else fill_pathname_resolve_relative(out_path, in_refpath, in_path, PATH_MAX_LENGTH); pathname_conform_slashes_to_os(out_path); } /** * video_shader_replace_wildcards: * * @param inout_absolute_path * Absolute path to replace wildcards in * * @param in_preset_path * Path of the preset that this path is being used in * * All the wildcards are replaced by the live values which come from retroarch * or the preset context * * Possible wildcards/tokens to be replaced: * * $CONTENT-DIR$ -> Content Directory of the game rom * * $CORE$ -> Core name * * $GAME$ -> Game ROM's name * * $VID-DRV$ -> Video Driver: Currently active driver, possible replacement values: * glcore * gl * vulkan * d3d11 * d3d9_hlsl * "N/A" * * $VID-DRV-SHADER-EXT$ -> Video Driver Shader File Extension: The extension of shaders type supported by the current video driver: * cg * glsl * slang * * $VID-DRV-PRESET-EXT$ -> Video Driver Preset File Extension: The extension of shaders type supported by the current video driver: * cgp * glslp * slangp * * $CORE-REQ-ROT$ -> Core Requested Rotation: Rotation the core is requesting, possible replacement values: * CORE-REQ-ROT-0 * CORE-REQ-ROT-90 * CORE-REQ-ROT-180 * CORE-REQ-ROT-270 * * $VID-ALLOW-CORE-ROT$ -> Video Allow Core Rotation: Reflect's Retroarch's setting allowing the core requested rotation to affect the final rotation: * VID-ALLOW-CORE-ROT-OFF * VID-ALLOW-CORE-ROT-ON * * $VID-USER-ROT$ -> Video User Rotation: Rotation the core is requesting, possible replacement values, does not affect the UI: * VID-USER-ROT-0 * VID-USER-ROT-90 * VID-USER-ROT-180 * VID-USER-ROT-270 * * $VID-FINAL-ROT$ -> Video Final Rotation: Rotation which is the sum of the user rotation and the core rotation if it has been allowed, does not affect the UI: * VID-FINAL-ROT-0 * VID-FINAL-ROT-90 * VID-FINAL-ROT-180 * VID-FINAL-ROT-270 * * $SCREEN-ORIENT$ -> Screen Orientation: User adjusted screen orientation, will change windows from landscape to portrait, including the Retroarch UI: * SCREEN-ORIENT-0 * SCREEN-ORIENT-90 * SCREEN-ORIENT-180 * SCREEN-ORIENT-270 * * $VIEW-ASPECT-ORIENT$ -> Viewport Aspect Orientation: Orientation of the aspect ratio of the retroarch viewport * VIEW-ASPECT-ORIENT-HORZ * VIEW-ASPECT-ORIENT-VERT * * $CORE-ASPECT-ORIENT$ -> Core Aspect Orientation: Orientation of the aspect ratio requested by the core * CORE-ASPECT-ORIENT-HORZ * CORE-ASPECT-ORIENT-VERT * * $PRESET_DIR$ -> Preset directory's name * * $PRESET$ -> Preset's name * * If no wildcards are found within the path, or the path * after replacing the wildcards does not exist on disk, * the path returned will be uneffected. **/ static void video_shader_replace_wildcards(char *inout_absolute_path, const unsigned in_absolute_path_length, char *in_preset_path) { int i = 0; char replaced_path[PATH_MAX_LENGTH] = ""; if (!strstr(inout_absolute_path, RARCH_WILDCARD_DELIMITER)) return; strlcpy(replaced_path, inout_absolute_path, sizeof(replaced_path)); /* Step through the wildcards while we can still find the * delimiter in the replaced path */ for (i = 0; (i < SHADER_NUM_WILDCARDS) && (strstr(replaced_path, RARCH_WILDCARD_DELIMITER)); i++) { /* If the wildcard text is in the path then process it */ if (strstr(replaced_path, wildcard_tokens[i].token_name)) { char replace_text[PATH_MAX_LENGTH] = ""; switch (wildcard_tokens[i].token_id) { case RARCH_WILDCARD_CONTENT_DIR: { char content_dir_name[PATH_MAX_LENGTH] = ""; const char* rarch_path_basename = path_get(RARCH_PATH_BASENAME); if (rarch_path_basename) fill_pathname_parent_dir_name(content_dir_name, rarch_path_basename, sizeof(content_dir_name)); if (string_is_not_equal_fast(content_dir_name, "", sizeof(""))) strlcpy(content_dir_name, path_basename_nocompression(content_dir_name), sizeof(content_dir_name)); if (string_is_not_equal_fast(content_dir_name, "", sizeof(""))) path_remove_extension(content_dir_name); if (string_is_not_equal_fast(content_dir_name, "", sizeof(""))) strlcpy(replace_text, content_dir_name, sizeof(replace_text)); } break; case RARCH_WILDCARD_CORE: strlcpy(replace_text, runloop_state_get_ptr()->system.info.library_name, sizeof(replace_text)); break; case RARCH_WILDCARD_GAME: { const char* path_basename = path_get(RARCH_PATH_BASENAME); if (path_basename) path_basename = path_basename_nocompression(path_basename); if (path_basename) strlcpy(replace_text, path_basename, sizeof(replace_text)); } break; case RARCH_WILDCARD_VIDEO_DRIVER: strlcpy(replace_text, config_get_ptr()->arrays.video_driver, sizeof(replace_text)); break; case RARCH_WILDCARD_CORE_REQUESTED_ROTATION: { char rotation_replace_strings[4][64] = { "CORE-REQ-ROT-0", "CORE-REQ-ROT-90", "CORE-REQ-ROT-180", "CORE-REQ-ROT-270" }; strlcpy(replace_text, rotation_replace_strings[retroarch_get_core_requested_rotation()], sizeof(replace_text)); } break; case RARCH_WILDCARD_VIDEO_ALLOW_CORE_ROTATION: if (config_get_ptr()->bools.video_allow_rotate) strlcpy(replace_text, "VID-ALLOW-CORE-ROT-ON", sizeof(replace_text)); else strlcpy(replace_text, "VID-ALLOW-CORE-ROT-OFF", sizeof(replace_text)); break; case RARCH_WILDCARD_VIDEO_USER_ROTATION: { char rotation_replace_strings[4][64] = { "VID-USER-ROT-0", "VID-USER-ROT-90", "VID-USER-ROT-180", "VID-USER-ROT-270" }; settings_t *settings = config_get_ptr(); strlcpy(replace_text, rotation_replace_strings[settings->uints.video_rotation], sizeof(replace_text)); } break; case RARCH_WILDCARD_VIDEO_FINAL_ROTATION: { char rotation_replace_strings[4][64] = { "VID-FINAL-ROT-0", "VID-FINAL-ROT-90", "VID-FINAL-ROT-180", "VID-FINAL-ROT-270" }; strlcpy(replace_text, rotation_replace_strings[retroarch_get_rotation()], sizeof(replace_text)); } break; case RARCH_WILDCARD_SCREEN_ORIENTATION: { char rotation_replace_strings[4][64] = { "SCREEN-ORIENT-0", "SCREEN-ORIENT-90", "SCREEN-ORIENT-180", "SCREEN-ORIENT-270" }; strlcpy(replace_text, rotation_replace_strings[config_get_ptr()->uints.screen_orientation], sizeof(replace_text)); } break; case RARCH_WILDCARD_CORE_ASPECT_ORIENTATION: { const int requested_rotation = retroarch_get_core_requested_rotation(); strlcpy(replace_text, (video_driver_get_core_aspect() < 1 || requested_rotation == 1 || requested_rotation == 3) ? "CORE-ASPECT-ORIENT-VERT" : "CORE-ASPECT-ORIENT-HORZ", sizeof(replace_text)); } break; case RARCH_WILDCARD_VIEWPORT_ASPECT_ORIENTATION: { unsigned viewport_width = 0; unsigned viewport_height = 0; video_driver_get_size(&viewport_width, &viewport_height); strlcpy(replace_text, ((float)viewport_width / viewport_height < 1) ? "VIEW-ASPECT-ORIENT-VERT" : "VIEW-ASPECT-ORIENT-HORZ", sizeof(replace_text)); } break; case RARCH_WILDCARD_PRESET_DIR: { char preset_dir_name[PATH_MAX_LENGTH]; fill_pathname_parent_dir_name(preset_dir_name, in_preset_path, sizeof(preset_dir_name)); if (string_is_not_equal_fast(preset_dir_name, "", sizeof(""))) strlcpy(preset_dir_name, path_basename_nocompression(preset_dir_name), sizeof(preset_dir_name)); if (string_is_not_equal_fast(preset_dir_name, "", sizeof(""))) path_remove_extension(preset_dir_name); if (string_is_not_equal_fast(preset_dir_name, "", sizeof(""))) strlcpy(replace_text, preset_dir_name, sizeof(replace_text)); } break; case RARCH_WILDCARD_PRESET: { char preset_name[PATH_MAX_LENGTH]; strlcpy(preset_name, path_basename_nocompression(in_preset_path), sizeof(preset_name)); if (string_is_not_equal_fast(preset_name, "", sizeof(""))) path_remove_extension(preset_name); if (string_is_not_equal_fast(preset_name, "", sizeof(""))) strlcpy(replace_text, preset_name, sizeof(replace_text)); } break; case RARCH_WILDCARD_VIDEO_DRIVER_SHADER_EXT: if (video_shader_is_supported(RARCH_SHADER_CG)) strlcpy(replace_text, "cg", sizeof(replace_text)); else if (video_shader_is_supported(RARCH_SHADER_GLSL)) strlcpy(replace_text, "glsl", sizeof(replace_text)); else if (video_shader_is_supported(RARCH_SHADER_SLANG)) strlcpy(replace_text, "slang", sizeof(replace_text)); break; case RARCH_WILDCARD_VIDEO_DRIVER_PRESET_EXT: if (video_shader_is_supported(RARCH_SHADER_CG)) strlcpy(replace_text, "cgp", sizeof(replace_text)); else if (video_shader_is_supported(RARCH_SHADER_GLSL)) strlcpy(replace_text, "glslp", sizeof(replace_text)); else if (video_shader_is_supported(RARCH_SHADER_SLANG)) strlcpy(replace_text, "slangp", sizeof(replace_text)); break; } { char *replace_output = string_replace_substring(replaced_path, wildcard_tokens[i].token_name, strlen(wildcard_tokens[i].token_name), replace_text, strlen(replace_text)); strlcpy(replaced_path, replace_output, PATH_MAX_LENGTH); free(replace_output); } } } /* If a file does not exist at the location of the replaced path * then output the original path instead */ if (!path_is_valid(replaced_path)) { RARCH_DBG("\n[Shaders]: Filepath after wildcard replacement can't be found:\n"); RARCH_DBG(" \"%s\" \n", replaced_path); RARCH_DBG(" Falling back to original Filepath\n"); RARCH_DBG(" \"%s\" \n\n", inout_absolute_path); } else strlcpy(inout_absolute_path, replaced_path, in_absolute_path_length); } /** * video_shader_gather_reference_path_list: * * @param path_linked_list * List of paths which accrues as we move down the chain of references * @param path * Current path of preset to process * @param reference_depth * This is used to check against the SHADER_MAX_REFERENCE_DEPTH * * @return void **/ static void video_shader_gather_reference_path_list( struct path_linked_list *in_path_linked_list, char *path, int reference_depth) { config_file_t *conf = NULL; if (reference_depth > SHADER_MAX_REFERENCE_DEPTH) return; if ((conf = config_file_new_from_path_to_string(path))) { struct path_linked_list *ref_tmp = (struct path_linked_list*)conf->references; while (ref_tmp) { char* reference_preset_path = (char*)malloc(PATH_MAX_LENGTH); /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(reference_preset_path, conf->path, ref_tmp->path); video_shader_replace_wildcards(reference_preset_path, PATH_MAX_LENGTH, conf->path); video_shader_gather_reference_path_list(in_path_linked_list, reference_preset_path, reference_depth + 1); free(reference_preset_path); ref_tmp = ref_tmp->next; } path_linked_list_add_path(in_path_linked_list, path); } else { RARCH_WARN("\n[Shaders]: No Preset located at \"%s\".\n", path); } config_file_free(conf); } /** * video_shader_wrap_mode_to_str: * @param type * Wrap type. * * Translates wrap mode to human-readable string identifier. * * @return human-readable string identifier of wrap mode. **/ static const char *video_shader_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 "???"; } /** * video_shader_wrap_str_to_mode: * @param type * Wrap type in human-readable string format. * * Translates wrap mode from human-readable string to enum mode value. * * @return enum mode value of wrap type. **/ static enum gfx_wrap_type video_shader_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: * @param conf * Preset file to read from. * @param pass * Shader passes handle. * @param i * Index of shader pass. * * Parses shader pass from preset file. * * @return true if successful, otherwise false. **/ static bool video_shader_parse_pass(config_file_t *conf, struct video_shader_pass *pass, unsigned i) { size_t _len; char shader_var[64]; char scale_type[64]; char scale_type_x[64]; char scale_type_y[64]; char formatted_num[12]; char tmp_path[PATH_MAX_LENGTH]; struct gfx_fbo_scale *scale = NULL; bool tmp_bool = false; struct config_entry_list *entry = NULL; scale_type[0] = scale_type_x[0] = scale_type_y[0] = '\0'; formatted_num[0] = shader_var[0] = '\0'; snprintf(formatted_num, sizeof(formatted_num), "%u", i); /* Source */ _len = strlcpy(shader_var, "shader", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (!config_get_path(conf, shader_var, tmp_path, sizeof(tmp_path))) { RARCH_ERR("[Shaders]: Couldn't parse shader source \"%s\".\n", shader_var); return false; } /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(pass->source.path, conf->path, tmp_path); video_shader_replace_wildcards(pass->source.path, PATH_MAX_LENGTH, conf->path); /* Smooth */ _len = strlcpy(shader_var, "filter_linear", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (config_get_bool(conf, shader_var, &tmp_bool)) pass->filter = tmp_bool ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST; else pass->filter = RARCH_FILTER_UNSPEC; /* Wrapping mode */ _len = strlcpy(shader_var, "wrap_mode", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if ((entry = config_get_entry(conf, shader_var)) && !string_is_empty(entry->value)) pass->wrap = video_shader_wrap_str_to_mode(entry->value); entry = NULL; /* Frame count mod */ _len = strlcpy(shader_var, "frame_count_mod", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if ((entry = config_get_entry(conf, shader_var)) && !string_is_empty(entry->value)) pass->frame_count_mod = (unsigned)strtoul(entry->value, NULL, 0); entry = NULL; /* FBO types and mipmapping */ _len = strlcpy(shader_var, "srgb_framebuffer", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (config_get_bool(conf, shader_var, &tmp_bool)) { if (tmp_bool) pass->fbo.flags |= FBO_SCALE_FLAG_SRGB_FBO; else pass->fbo.flags &= ~FBO_SCALE_FLAG_SRGB_FBO; } _len = strlcpy(shader_var, "float_framebuffer", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (config_get_bool(conf, shader_var, &tmp_bool)) { if (tmp_bool) pass->fbo.flags |= FBO_SCALE_FLAG_FP_FBO; else pass->fbo.flags &= ~FBO_SCALE_FLAG_FP_FBO; } _len = strlcpy(shader_var, "mipmap_input", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (config_get_bool(conf, shader_var, &tmp_bool)) pass->mipmap = tmp_bool; _len = strlcpy(shader_var, "alias", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (!config_get_array(conf, shader_var, pass->alias, sizeof(pass->alias))) *pass->alias = '\0'; /* Scale */ scale = &pass->fbo; _len = strlcpy(shader_var, "scale_type", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); config_get_array(conf, shader_var, scale_type, sizeof(scale_type)); _len = strlcpy(shader_var, "scale_type_x", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); config_get_array(conf, shader_var, scale_type_x, sizeof(scale_type_x)); _len = strlcpy(shader_var, "scale_type_y", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); config_get_array(conf, shader_var, scale_type_y, sizeof(scale_type_y)); if (*scale_type) { strlcpy(scale_type_x, scale_type, sizeof(scale_type_x)); strlcpy(scale_type_y, scale_type, sizeof(scale_type_y)); } else if (!*scale_type_x && !*scale_type_y) return true; scale->flags |= FBO_SCALE_FLAG_VALID; 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: \"%s\".\n", scale_type_x); 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: \"%s\".\n", scale_type_y); return false; } } _len = strlcpy(shader_var, "scale", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (scale->type_x == RARCH_SCALE_ABSOLUTE) { int iattr = 0; if (config_get_int(conf, shader_var, &iattr)) scale->abs_x = iattr; else { _len = strlcpy(shader_var, "scale_x", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (config_get_int(conf, shader_var, &iattr)) scale->abs_x = iattr; } } else { float fattr = 0.0f; if (config_get_float(conf, shader_var, &fattr)) scale->scale_x = fattr; else { _len = strlcpy(shader_var, "scale_x", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (config_get_float(conf, shader_var, &fattr)) scale->scale_x = fattr; } } _len = strlcpy(shader_var, "scale", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (scale->type_y == RARCH_SCALE_ABSOLUTE) { int iattr = 0; if (config_get_int(conf, shader_var, &iattr)) scale->abs_y = iattr; else { _len = strlcpy(shader_var, "scale_y", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (config_get_int(conf, shader_var, &iattr)) scale->abs_y = iattr; } } else { float fattr = 0.0f; if (config_get_float(conf, shader_var, &fattr)) scale->scale_y = fattr; else { _len = strlcpy(shader_var, "scale_y", sizeof(shader_var)); strlcpy(shader_var + _len, formatted_num, sizeof(shader_var) - _len); if (config_get_float(conf, shader_var, &fattr)) scale->scale_y = fattr; } } return true; } /** * video_shader_parse_textures: * @param conf * Preset file to read from. * @param shader * Shader pass handle. * * Parses shader textures. * * @return true if successful, otherwise false. **/ 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); char texture_path[PATH_MAX_LENGTH]; if (!textures) return false; textures[0] = '\0'; texture_path[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)) { size_t _len; char idx[64]; bool mipmap = false; bool smooth = false; struct config_entry_list *entry = NULL; idx[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; } config_get_path(conf, id, texture_path, sizeof(texture_path)); /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(shader->lut[shader->luts].path, conf->path, texture_path); video_shader_replace_wildcards(shader->lut[shader->luts].path, PATH_MAX_LENGTH, conf->path); strlcpy(shader->lut[shader->luts].id, id, sizeof(shader->lut[shader->luts].id)); _len = strlcpy(idx, id, sizeof(idx)); strlcpy(idx + _len, "_linear", sizeof(idx) - _len); if (config_get_bool(conf, idx, &smooth)) shader->lut[shader->luts].filter = smooth ? RARCH_FILTER_LINEAR : RARCH_FILTER_NEAREST; else shader->lut[shader->luts].filter = RARCH_FILTER_UNSPEC; strlcpy(idx + _len, "_mipmap", sizeof(idx) - _len); if (config_get_bool(conf, idx, &mipmap)) shader->lut[shader->luts].mipmap = mipmap; else shader->lut[shader->luts].mipmap = false; strlcpy(idx + _len, "_wrap_mode", sizeof(idx) - _len); entry = NULL; if ((entry = config_get_entry(conf, idx)) && !string_is_empty(entry->value)) shader->lut[shader->luts].wrap = video_shader_wrap_str_to_mode(entry->value); entry = NULL; } free(textures); return true; } /** * video_shader_parse_find_parameter: * @param params * Shader parameter handle. * @param num_params * Number of shader params in @params. * param id * Identifier to search for. * * Finds a shader parameter with identifier @id in @params.. * * @return 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) { size_t i; for (i = 0; (unsigned)i < num_params; i++) { if (string_is_equal(params[i].id, id)) return ¶ms[i]; } return NULL; } /** * video_shader_resolve_parameters: * @conf : Preset file to read from. * @shader : Shader passes handle. * * Resolves all shader parameters belonging to shaders * from the #pragma parameter lines in the shader for each pass. * **/ void video_shader_resolve_parameters(struct video_shader *shader) { size_t i; struct video_shader_parameter *param = &shader->parameters[0]; shader->num_parameters = 0; #ifdef DEBUG /* Find all parameters in our shaders. */ RARCH_DBG("[Shaders]: Finding parameters in shader passes (#pragma parameter)..\n"); #endif for (i = 0; i < shader->passes; i++) { const char *path = shader->pass[i].source.path; uint8_t *buf = NULL; int64_t buf_len = 0; if (string_is_empty(path)) continue; if (!path_is_valid(path)) continue; /* Now uses the same slang parsing for parameters since * it should be the same implementation, but supporting #include directives */ slang_preprocess_parse_parameters(path, shader); } } /** * video_shader_load_current_parameter_values: * @param conf * Preset file to read from. * @param 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. * * @return true (1) if successful, otherwise false (0). **/ bool video_shader_load_current_parameter_values( config_file_t *conf, struct video_shader *shader) { size_t i; 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++) { const struct config_entry_list *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); /* Log each parameter read */ if (config_get_float(conf, shader->parameters[i].id, ¶meter->current)) RARCH_DBG("[Shaders]: Load parameter value: \"%s\" = %f.\n", shader->parameters[i].id, parameter->current); else RARCH_WARN("[Shaders]: Load parameter value: \"%s\" is set in preset but couldn't load its value.\n", shader->parameters[i].id); } } return true; } static const char *video_shader_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 video_shader_write_scale_dim(config_file_t *conf, const char *dim, const char *formatted_num, enum gfx_scale_type type, float scale, unsigned absolute) { char key[64]; char dim_str[64]; size_t _len = strlcpy(dim_str, dim, sizeof(dim_str)); strlcpy(dim_str + _len, formatted_num, sizeof(dim_str) - _len); _len = strlcpy(key, "scale_type_", sizeof(key)); strlcpy(key + _len, dim_str, sizeof(key) - _len); config_set_string(conf, key, video_shader_scale_type_to_str(type)); _len = strlcpy(key, "scale_", sizeof(key)); strlcpy(key + _len, dim_str, sizeof(key) - _len); if (type == RARCH_SCALE_ABSOLUTE) config_set_int(conf, key, absolute); else config_set_float(conf, key, scale); } static void video_shader_write_fbo(config_file_t *conf, const char *formatted_num, const struct gfx_fbo_scale *fbo) { char key[64]; size_t _len = strlcpy(key, "float_framebuffer", sizeof(key)); strlcpy(key + _len, formatted_num, sizeof(key) - _len); config_set_string(conf, key, (fbo->flags & FBO_SCALE_FLAG_FP_FBO) ? "true" : "false"); _len = strlcpy(key, "srgb_framebuffer", sizeof(key)); strlcpy(key + _len, formatted_num, sizeof(key) - _len); config_set_string(conf, key, (fbo->flags & FBO_SCALE_FLAG_SRGB_FBO) ? "true" : "false"); if (fbo->flags & FBO_SCALE_FLAG_VALID) { video_shader_write_scale_dim(conf, "x", formatted_num, fbo->type_x, fbo->scale_x, fbo->abs_x); video_shader_write_scale_dim(conf, "y", formatted_num, fbo->type_y, fbo->scale_y, fbo->abs_y); } } /** * video_shader_write_root_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. **/ static bool video_shader_write_root_preset(const struct video_shader *shader, const char *path) { size_t i; char key[64]; bool ret = true; char *tmp = (char*)malloc(3 * PATH_MAX_LENGTH); char *tmp_rel = tmp + PATH_MAX_LENGTH; char *tmp_base = tmp + 2 * PATH_MAX_LENGTH; config_file_t *conf = NULL; if (!(conf = config_file_new_alloc())) return false; if (!tmp) { config_file_free(conf); return false; } RARCH_DBG("[Shaders]: Saving full preset to: \"%s\".\n", path); config_set_int(conf, "shaders", shader->passes); if (shader->feedback_pass >= 0) config_set_int(conf, "feedback_pass", shader->feedback_pass); strlcpy(tmp_base, path, PATH_MAX_LENGTH); /* Ensure we use a clean base like the shader passes and texture paths do */ path_resolve_realpath(tmp_base, PATH_MAX_LENGTH, false); path_basedir(tmp_base); for (i = 0; i < shader->passes; i++) { size_t _len; char formatted_num[8]; const struct video_shader_pass *pass = &shader->pass[i]; formatted_num[0] = '\0'; snprintf(formatted_num, sizeof(formatted_num), "%u", (int)i); _len = strlcpy(key, "shader", sizeof(key)); strlcpy(key + _len, formatted_num, sizeof(key) - _len); strlcpy(tmp, pass->source.path, PATH_MAX_LENGTH); path_relative_to(tmp_rel, tmp, tmp_base, PATH_MAX_LENGTH); pathname_make_slashes_portable(tmp_rel); config_set_path(conf, key, tmp_rel); if (pass->filter != RARCH_FILTER_UNSPEC) { _len = strlcpy(key, "filter_linear", sizeof(key)); strlcpy(key + _len, formatted_num, sizeof(key) - _len); config_set_string(conf, key, (pass->filter == RARCH_FILTER_LINEAR) ? "true" : "false"); } _len = strlcpy(key, "wrap_mode", sizeof(key)); strlcpy(key + _len, formatted_num, sizeof(key) - _len); config_set_string(conf, key, video_shader_wrap_mode_to_str(pass->wrap)); if (pass->frame_count_mod) { _len = strlcpy(key, "frame_count_mod", sizeof(key)); strlcpy(key + _len, formatted_num, sizeof(key) - _len); config_set_int(conf, key, pass->frame_count_mod); } _len = strlcpy(key, "mipmap_input", sizeof(key)); strlcpy(key + _len, formatted_num, sizeof(key) - _len); config_set_string(conf, key, pass->mipmap ? "true" : "false"); _len = strlcpy(key, "alias", sizeof(key)); strlcpy(key + _len, formatted_num, sizeof(key) - _len); config_set_string(conf, key, pass->alias); video_shader_write_fbo(conf, formatted_num, &pass->fbo); } /* 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]; /* Names of the textures */ size_t _len = 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. */ _len += strlcpy(textures + _len, ";", sizeof(textures) - _len); _len += strlcpy(textures + _len, shader->lut[i].id, sizeof(textures) - _len); } config_set_string(conf, "textures", textures); /* Step through the textures in the shader */ for (i = 0; i < shader->luts; i++) { fill_pathname_abbreviated_or_relative(tmp_rel, tmp_base, shader->lut[i].path, PATH_MAX_LENGTH); pathname_make_slashes_portable(tmp_rel); config_set_string(conf, shader->lut[i].id, tmp_rel); /* Linear filter ON or OFF */ if (shader->lut[i].filter != RARCH_FILTER_UNSPEC) { char k[128]; size_t _len = strlcpy(k, shader->lut[i].id, sizeof(k)); strlcpy(k + _len, "_linear", sizeof(k) - _len); config_set_string(conf, k, (shader->lut[i].filter == RARCH_FILTER_LINEAR) ? "true" : "false"); } /* Wrap Mode */ { char k[128]; size_t _len = strlcpy(k, shader->lut[i].id, sizeof(k)); strlcpy(k + _len, "_wrap_mode", sizeof(k) - _len); config_set_string(conf, k, video_shader_wrap_mode_to_str(shader->lut[i].wrap)); } /* Mipmap On or Off */ { char k[128]; size_t _len = strlcpy(k, shader->lut[i].id, sizeof(k)); strlcpy(k + _len, "_mipmap", sizeof(k) - _len); config_set_string(conf, k, shader->lut[i].mipmap ? "true" : "false"); } } } /* Write the File! */ ret = config_file_write(conf, path, false); config_file_free(conf); free(tmp); return ret; } static config_file_t *video_shader_get_root_preset_config(const char *path) { int reference_depth = 1; char* nested_reference_path = NULL; config_file_t *conf = config_file_new_from_path_to_string(path); if (!conf) return NULL; nested_reference_path = (char*)malloc(PATH_MAX_LENGTH); while (conf->references) { /* 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. * * SHADER_MAX_REFERENCE_DEPTH references deep seems * like more than enough depth for expected usage */ if (reference_depth > SHADER_MAX_REFERENCE_DEPTH) { RARCH_ERR("[Shaders]: Get root preset - Exceeded maximum reference depth (%u) without finding a full preset. " "This chain of referenced presets is likely cyclical.\n", SHADER_MAX_REFERENCE_DEPTH); config_file_free(conf); conf = NULL; free(nested_reference_path); return NULL; } /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(nested_reference_path, conf->path, conf->references->path); video_shader_replace_wildcards(nested_reference_path, PATH_MAX_LENGTH, conf->path); /* Create a new config from the referenced path */ config_file_free(conf); /* If we can't read the reference preset */ if (!(conf = config_file_new_from_path_to_string(nested_reference_path))) { RARCH_WARN("[Shaders]: Could not read shader preset in #reference line: \"%s\".\n", nested_reference_path); free(nested_reference_path); return NULL; } reference_depth += 1; } free(nested_reference_path); return conf; } /** * video_shader_check_reference_chain: * @param path_to_save * Path of the preset we want to validate is safe to save as * a simple preset. * @param 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) * * @return true (1) if it was able to load all presets and * found a full preset, otherwise false (0). **/ static bool video_shader_check_reference_chain_for_save( const char *path_to_save, const char *ref_path) { config_file_t *conf = config_file_new_from_path_to_string(ref_path); bool ret = true; if (!conf) { RARCH_ERR("[Shaders]: Could not read the #reference preset: \"%s\".\n", ref_path); return false; } else { int ref_depth = 1; char *path_to_save_conformed = (char*)malloc(PATH_MAX_LENGTH); char *nested_ref_path = (char*)malloc(PATH_MAX_LENGTH); strlcpy(path_to_save_conformed, path_to_save, PATH_MAX_LENGTH); pathname_conform_slashes_to_os(path_to_save_conformed); while (conf->references) { /* 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. */ if (ref_depth > SHADER_MAX_REFERENCE_DEPTH) { RARCH_ERR("[Shaders]: Check reference chain for save - Exceeded maximum reference depth(%u) without " "finding a full preset. This chain of referenced presets is likely cyclical.\n", SHADER_MAX_REFERENCE_DEPTH); ret = false; break; } /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(nested_ref_path, conf->path, conf->references->path); video_shader_replace_wildcards(nested_ref_path, PATH_MAX_LENGTH, conf->path); /* 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_ref_path, path_to_save_conformed)) { RARCH_WARN("[Shaders]: 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", path_to_save_conformed, ref_path, conf->path, nested_ref_path); ret = false; break; } /* Create a new config from the referenced path */ config_file_free(conf); /* If we can't read the reference preset */ if (!(conf = config_file_new_from_path_to_string(nested_ref_path))) { RARCH_WARN("[Shaders]: Could not read shader preset " "in #reference line: \"%s\".\n", nested_ref_path); ret = false; break; } ref_depth += 1; } free(path_to_save_conformed); free(nested_ref_path); } config_file_free(conf); return ret; } /** * video_shader_write_referenced_preset: * @param path * File to write to * @param 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 * * @return false if a referenced preset cannot be saved **/ static bool video_shader_write_referenced_preset( const struct video_shader *shader, const char *path_to_save) { size_t i; config_file_t *conf = NULL; config_file_t *ref_conf = NULL; struct video_shader *ref_shader = (struct video_shader*) calloc(1, sizeof(*ref_shader)); bool ret = false; bool continue_saving_ref = true; char *new_preset_basedir = strdup(path_to_save); char *config_dir = (char*)malloc(PATH_MAX_LENGTH); char *relative_tmp_ref_path = (char*)malloc(PATH_MAX_LENGTH); char *abs_tmp_ref_path = (char*)malloc(PATH_MAX_LENGTH); char *path_to_ref = (char*)malloc(PATH_MAX_LENGTH); char* path_to_save_conformed = (char*)malloc(PATH_MAX_LENGTH); strlcpy(path_to_save_conformed, path_to_save, PATH_MAX_LENGTH); pathname_conform_slashes_to_os(path_to_save_conformed); config_dir[0] = '\0'; relative_tmp_ref_path[0] = '\0'; abs_tmp_ref_path[0] = '\0'; path_to_ref[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 (string_is_empty(shader->loaded_preset_path)) { RARCH_WARN("[Shaders]: Saving full preset because the loaded shader " "does not have " "a path to a previously loaded preset file on disk.\n"); goto end; } /* If the initial preset loaded is the ever-changing retroarch * preset don't save a reference * TODO/FIXME - remove once we don't write this preset anymore */ if (!strncmp(path_basename_nocompression(shader->loaded_preset_path), "retroarch", STRLEN_CONST("retroarch"))) { RARCH_WARN("[Shaders]: Saving full preset because " "a reference to the " "ever-changing retroarch preset can't be saved.\n"); goto end; } strlcpy(path_to_ref, shader->loaded_preset_path, PATH_MAX_LENGTH); pathname_conform_slashes_to_os(path_to_ref); /* Get a config from the file we want to make a reference to */ /* If the original preset can't be loaded, probably because * it isn't there anymore */ if (!(ref_conf = config_file_new_from_path_to_string(path_to_ref))) { RARCH_WARN("[Shaders]: Saving full preset because the initially " "loaded preset can't be loaded. " "It was likely renamed or deleted.\n"); 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 (ref_conf->references) { /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(abs_tmp_ref_path, ref_conf->path, ref_conf->references->path); video_shader_replace_wildcards(abs_tmp_ref_path, PATH_MAX_LENGTH, ref_conf->path); pathname_conform_slashes_to_os(abs_tmp_ref_path); /* 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_tmp_ref_path, path_to_save_conformed)) { strlcpy(path_to_ref, abs_tmp_ref_path, PATH_MAX_LENGTH); config_file_free(ref_conf); ref_conf = config_file_new_from_path_to_string( path_to_ref); } } /* * 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_ref, path_to_save_conformed) || !strncmp(config_dir, path_to_ref, 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 (ref_conf->references) { /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(path_to_ref, ref_conf->path, ref_conf->references->path); video_shader_replace_wildcards(path_to_ref, PATH_MAX_LENGTH, ref_conf->path); /* 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_ref, path_to_save_conformed)) { config_file_free(ref_conf); ref_conf = config_file_new_from_path_to_string(path_to_ref); /* If the reference also has a reference inside it */ /* Get the absolute path for the reference */ if (ref_conf->references) { /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(path_to_ref, ref_conf->path, ref_conf->references->path); video_shader_replace_wildcards(path_to_ref, PATH_MAX_LENGTH, ref_conf->path); } else { /* If the config referenced is a full preset */ RARCH_WARN("[Shaders]: Saving full preset because " "a preset which " "would reference itself can't be saved.\n"); 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]: Saving full preset because " "a preset which " "would reference itself can't be saved.\n"); 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_to_save_conformed, path_to_ref)) { RARCH_WARN("[Shaders]: 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"); goto end; } RARCH_DBG("[Shaders]: Reading preset to compare with " "current values: \"%s\".\n", path_to_save_conformed); /* Load the preset referenced in the preset into the shader */ if (!video_shader_load_preset_into_shader(path_to_ref, ref_shader)) { RARCH_WARN("[Shaders]: Saving full preset because " "the preset could not be loaded from #reference line: \"%s\".\n", path_to_ref); goto end; } /* Create a new EMPTY config */ if (!(conf = config_file_new_alloc())) goto end; conf->path = strdup(path_to_save_conformed); pathname_make_slashes_portable(relative_tmp_ref_path); /* Add the reference path to the config */ config_file_add_reference(conf, path_to_ref); /* Set modified to true so when you run config_file_write * it will save a file */ conf->modified = true; /* 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 */ /* Check number of passes match */ if (shader->passes != ref_shader->passes) { RARCH_WARN("[Shaders]: Passes (number of passes) " "- Current value doesn't match referenced value " "- Full preset will be saved instead of simple preset.\n"); continue_saving_ref = false; } /* Compare all passes from the shader, if anything is different * then we should not save a reference and instead save a * full preset instead. */ if (continue_saving_ref) { /* Step through each pass comparing all the properties to * make sure they match */ for (i = 0; (i < shader->passes && continue_saving_ref); i++) { const struct video_shader_pass *pass = &shader->pass[i]; const struct video_shader_pass *root_pass = &ref_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)) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u path", i); #endif continue_saving_ref = false; } if (continue_saving_ref && pass->filter != root_pass->filter) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u filter", i); #endif continue_saving_ref = false; } if (continue_saving_ref && pass->wrap != root_pass->wrap) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u wrap", i); #endif continue_saving_ref = false; } if (continue_saving_ref && pass->frame_count_mod != root_pass->frame_count_mod) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u frame_count", i); #endif continue_saving_ref = false; } if (continue_saving_ref && pass->mipmap != root_pass->mipmap) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u mipmap", i); #endif continue_saving_ref = false; } if (continue_saving_ref && !string_is_equal(pass->alias, root_pass->alias)) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u alias", i); #endif continue_saving_ref = false; } if (continue_saving_ref && fbo->type_x != root_fbo->type_x) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u type_x", i); #endif continue_saving_ref = false; } if (continue_saving_ref && fbo->type_y != root_fbo->type_y) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u type_y", i); #endif continue_saving_ref = false; } if (continue_saving_ref && fbo->scale_x != root_fbo->scale_x) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u scale_x", i); #endif continue_saving_ref = false; } if (continue_saving_ref && fbo->scale_y != root_fbo->scale_y) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u scale_y", i); #endif continue_saving_ref = false; } if ( continue_saving_ref && (fbo->flags & FBO_SCALE_FLAG_FP_FBO) != (root_fbo->flags & FBO_SCALE_FLAG_FP_FBO)) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u fp_fbo", i); #endif continue_saving_ref = false; } if (continue_saving_ref && (fbo->flags & FBO_SCALE_FLAG_SRGB_FBO) != (root_fbo->flags & FBO_SCALE_FLAG_SRGB_FBO)) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u srgb_fbo", i); #endif continue_saving_ref = false; } if (continue_saving_ref && ((fbo->flags & FBO_SCALE_FLAG_VALID) != (root_fbo->flags & FBO_SCALE_FLAG_VALID))) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u valid", i); #endif continue_saving_ref = false; } if (continue_saving_ref && fbo->abs_x != root_fbo->abs_x) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u abs_x", i); #endif continue_saving_ref = false; } if (continue_saving_ref && fbo->abs_y != root_fbo->abs_y) { #ifdef DEBUG RARCH_WARN("[Shaders]: Pass %u abs_y", i); #endif continue_saving_ref = false; } if (!continue_saving_ref) { #ifdef DEBUG RARCH_WARN("[Shaders]: Current value doesn't match referenced value " "- Full preset will be saved instead of simple preset.\n"); #endif goto end; } } } /* If the shader has parameters */ if (shader->num_parameters) { for (i = 0; i < shader->num_parameters; i++) { /* If the parameter's current value is different * than the referenced shader then write the value * into the new preset */ if ( shader->parameters[i].current != ref_shader->parameters[i].current) config_set_float(conf, shader->parameters[i].id, shader->parameters[i].current); } } /* If the shader has textures */ if (shader->luts) { for (i = 0; i < shader->luts; i++) { /* If the current shader texture path is different * than the referenced shader texture then write the * current path into the new preset */ if (!string_is_equal(ref_shader->lut[i].path, shader->lut[i].path)) { char *path_for_save = (char*)malloc(PATH_MAX_LENGTH); fill_pathname_abbreviated_or_relative(path_for_save, conf->path, shader->lut[i].path, PATH_MAX_LENGTH); pathname_make_slashes_portable(path_for_save); config_set_string(conf, shader->lut[i].id, path_for_save); #ifdef DEBUG RARCH_DBG("[Shaders]: Texture override \"%s\" = \"%s\".\n", shader->lut[i].id, path_for_save); #endif free(path_for_save); } } } /* Write the file, return will be true if successful */ RARCH_DBG("[Shaders]: Saving simple preset to: \"%s\"\n", path_to_save_conformed); ret = config_file_write(conf, path_to_save_conformed, false); end: config_file_free(conf); config_file_free(ref_conf); free(ref_shader); free(abs_tmp_ref_path); free(relative_tmp_ref_path); free(new_preset_basedir); free(config_dir); free(path_to_ref); free(path_to_save_conformed); return ret; } /** * video_shader_load_root_config_into_shader: * @param conf * Preset file to read from. * @param shader * Shader handle. * * Loads preset file and all associated state * (passes, textures, imports, etc). * * @return true (1) if successful, otherwise false (0). **/ static bool video_shader_load_root_config_into_shader( config_file_t *conf, settings_t *settings, struct video_shader *shader) { size_t i; unsigned num_passes = 0; bool watch_files = settings->bools.video_shader_watch_files; /* This sets the shader to empty */ memset(shader, 0, sizeof(*shader)); if (!config_get_uint(conf, "shaders", &num_passes)) return false; if (!num_passes) return false; if (!config_get_int(conf, "feedback_pass", &shader->feedback_pass)) shader->feedback_pass = -1; shader->passes = MIN(num_passes, 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, for * a full preset config this is the same as the root config * For simple presets (using #reference) this different than * the root preset and it is the path to the * simple preset originally loaded, but that is set inside * video_shader_load_preset_into_shader*/ strlcpy(shader->loaded_preset_path, conf->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], (unsigned)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], (unsigned)i)) return false; } } if (!video_shader_parse_textures(conf, shader)) return false; /* Load the parameter values */ video_shader_resolve_parameters(shader); /* Load the parameter values */ video_shader_load_current_parameter_values(conf, shader); #ifdef DEBUG RARCH_DBG("[Shaders]: Number of passes: %u\n", shader->passes); RARCH_DBG("[Shaders]: Number of textures: %u\n", shader->luts); /* Log Texture Names & Paths */ for (i = 0; i < shader->luts; i++) RARCH_DBG("[Shaders]: \"%s\" = \"%s\".\n", shader->lut[i].id, shader->lut[i].path); #endif return true; } /** * video_shader_override_values: * @param override_conf * Config file who's values will be copied on top of conf * @param shader * Shader to be affected * * Takes values from override_config and overrides values of the shader * * @return 0 if nothing is overridden , 1 if something is overridden **/ static bool video_shader_override_values(config_file_t *override_conf, struct video_shader *shader) { size_t i; bool return_val = false; if (!shader || !override_conf) return 0; /* If the shader has parameters */ if (shader->num_parameters) { /* Step through the parameters in the shader and * see if there is an entry for each in the override config */ for (i = 0; i < shader->num_parameters; i++) { /* If the parameter is in the reference config */ if (config_get_entry(override_conf, shader->parameters[i].id)) { struct video_shader_parameter *parameter = (struct video_shader_parameter*) video_shader_parse_find_parameter( shader->parameters, shader->num_parameters, shader->parameters[i].id); /* Set the shader's parameter value */ config_get_float(override_conf, shader->parameters[i].id, ¶meter->current); #ifdef DEBUG RARCH_DBG("[Shaders]: Parameter: \"%s\" = %f.\n", shader->parameters[i].id, shader->parameters[i].current); #endif return_val = true; } } } /* --------------------------------------------------------------------------------- * ------------- Resolve Override texture paths to absolute paths------------------- * --------------------------------------------------------------------------------- */ /* If the shader has textures */ if (shader->luts) { char *override_tex_path = (char*)malloc(PATH_MAX_LENGTH); /* Step through the textures in the shader and see if there is an entry * for each in the override config */ for (i = 0; i < shader->luts; i++) { /* If the texture is defined in the reference config */ if (config_get_entry(override_conf, shader->lut[i].id)) { char *tex_path = (char*)malloc(PATH_MAX_LENGTH); /* Texture path from the config */ config_get_path(override_conf, shader->lut[i].id, tex_path, PATH_MAX_LENGTH); /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(override_tex_path, override_conf->path, tex_path); video_shader_replace_wildcards(override_tex_path, PATH_MAX_LENGTH, override_conf->path); strlcpy(shader->lut[i].path, override_tex_path, PATH_MAX_LENGTH); #ifdef DEBUG RARCH_DBG("[Shaders]: Texture: \"%s\" = %s.\n", shader->lut[i].id, shader->lut[i].path); #endif free(tex_path); return_val = true; } } free(override_tex_path); } return return_val; } static bool video_shader_combine_shaders( struct video_shader *combined_shader, struct video_shader *first_shader, struct video_shader *second_shader) { size_t i, j; for (i = 0; i < first_shader->passes && i <= GFX_MAX_SHADERS; i++) { combined_shader->pass[i] = first_shader->pass[i]; combined_shader->passes += 1; } for (i = 0; i < second_shader->passes && first_shader->passes + i <= GFX_MAX_SHADERS; i++) { combined_shader->pass[first_shader->passes + i] = second_shader->pass[i]; combined_shader->passes += 1; } for (i = 0; i < first_shader->luts; i++) { strlcpy(combined_shader->lut[i].id, first_shader->lut[i].id, sizeof(combined_shader->lut[i].id)); strlcpy(combined_shader->lut[i].path, first_shader->lut[i].path, sizeof(combined_shader->lut[i].path)); combined_shader->luts += 1; } for (i = 0; i < second_shader->luts; i++) { bool b_name_in_list = false; for (j = 0; j < combined_shader->luts; j++) { if (strncmp(second_shader->lut[i].id, combined_shader->lut[j].id, 64) == 0) { b_name_in_list = true; break; } } if (!b_name_in_list) { strlcpy(combined_shader->lut[combined_shader->luts].id, second_shader->lut[i].id, sizeof(combined_shader->lut[combined_shader->luts].id)); strlcpy(combined_shader->lut[combined_shader->luts].path, second_shader->lut[i].path, sizeof(combined_shader->lut[combined_shader->luts].path)); combined_shader->luts += 1; } } video_shader_resolve_parameters(combined_shader); /* Step through the parameters in the shader and see if the parameter is in either of the shaders */ for (i = 0; i < combined_shader->num_parameters; i++) { /* Check the original shader */ if (video_shader_parse_find_parameter( first_shader->parameters, first_shader->num_parameters, combined_shader->parameters[i].id)) combined_shader->parameters[i].current = video_shader_parse_find_parameter( first_shader->parameters, first_shader->num_parameters, combined_shader->parameters[i].id)->current; /* Check the shader to append */ if (video_shader_parse_find_parameter( second_shader->parameters, second_shader->num_parameters, combined_shader->parameters[i].id)) combined_shader->parameters[i].current = video_shader_parse_find_parameter( second_shader->parameters, second_shader->num_parameters, combined_shader->parameters[i].id)->current; } return true; } /** * video_shader_write_preset: * @param path * File to write to * @param shader * Shader to write * @param reference * Whether a simple preset should be written * with the #reference to another preset in it. * * Writes a preset to disk. Can be written as a simple preset * (With the #reference directive in it) or a full preset. * @return true on success, otherwise false on failure **/ bool video_shader_write_preset(const char *path, const struct video_shader *shader, bool reference) { if (!shader || string_is_empty(path)) return false; /* If we should still save a referenced preset do it now */ if (reference) { if (video_shader_write_referenced_preset(shader, path)) return true; RARCH_WARN("[Shaders]: 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 */ if (path) return video_shader_write_root_preset(shader, path); return false; } /** * video_shader_load_preset_into_shader: * @param path * Path to preset file, could be a * Simple Preset (including a #reference) or Full Preset. * @param shader * Shader. * * Loads preset file to a shader including passes, textures * and parameters * * @return true on success, otherwise false on failure. **/ bool video_shader_load_preset_into_shader(const char *path, struct video_shader *shader) { bool ret = true; config_file_t *conf = NULL; struct path_linked_list* override_paths_list = NULL; struct path_linked_list* path_list_tmp = NULL; config_file_t *root_conf = video_shader_get_root_preset_config(path); if (!root_conf) { RARCH_LOG("\n"); RARCH_WARN("[Shaders]: Could not read root preset: \"%s\".\n", path); ret = false; goto end; } /* Check if the root preset is a valid shader chain If the config has a shaders entry then it is considered a shader chain config, vs a config which may only have parameter values and texture overrides */ if (!config_get_entry(root_conf, "shaders")) { RARCH_LOG("\n"); RARCH_WARN("[Shaders]: Root preset is not a valid shader chain because it has no shaders entry: \"%s\".\n", path); ret = false; goto end; } /* If the root_conf path matches the original path then * there are no references so we just load it and go to the end */ if (string_is_equal(root_conf->path, path)) { /* Load the config from the shader chain from the first reference into the shader */ video_shader_load_root_config_into_shader(root_conf, config_get_ptr(), shader); goto end; } /* Get the config from the initial preset file * We don't need to check it's validity because it must * have been valid to get the root preset */ conf = config_file_new_from_path_to_string(path); #ifdef DEBUG RARCH_DBG("\n[Shaders]: Crawl preset reference chain..\n"); #endif /** * Check references starting with the second to make sure * they do not have a shader chains in them **/ path_list_tmp = (struct path_linked_list*)conf->references->next; while (path_list_tmp) { config_file_t *tmp_conf = NULL; char *path_to_ref = (char*)malloc(PATH_MAX_LENGTH); /* Get the absolute path and replace wildcards in the path */ fill_pathname_expanded_and_absolute(path_to_ref, conf->path, path_list_tmp->path); video_shader_replace_wildcards(path_to_ref, PATH_MAX_LENGTH, conf->path); if ((tmp_conf = video_shader_get_root_preset_config(path_to_ref))) { /* Check if the config is a valid shader chain config If the config has a shaders entry then it is considered a shader chain config, vs a config which may only have parameter values and texture overrides */ if (config_get_entry(tmp_conf, "shaders")) { RARCH_WARN("\n[Shaders]: Additional #reference entries pointing at shader chain presets are not supported: \"%s\".\n", path_to_ref); config_file_free(tmp_conf); ret = false; goto end; } config_file_free(tmp_conf); } else { RARCH_WARN("\n[Shaders]: Could not load root preset for #reference entry: \"%s\".\n", path_to_ref); ret = false; goto end; } path_list_tmp = path_list_tmp->next; } /* Load the config from the shader chain from the first reference into the shader */ video_shader_load_root_config_into_shader(root_conf, config_get_ptr(), shader); /* Set Path for originally loaded preset because it is different than the root preset path */ strlcpy(shader->loaded_preset_path, path, sizeof(shader->loaded_preset_path)); #ifdef DEBUG RARCH_DBG("\n[Shaders]: Start applying simple preset overrides..\n"); #endif /* Gather all the paths of all of the presets in all reference chains */ override_paths_list = path_linked_list_new(); video_shader_gather_reference_path_list(override_paths_list, conf->path, 0); /* * Step through the references and apply overrides for each one * Start on the second item since the first is empty */ path_list_tmp = (struct path_linked_list*)override_paths_list; while (path_list_tmp) { config_file_t *override_conf = config_file_new_from_path_to_string(path_list_tmp->path); #ifdef DEBUG RARCH_DBG("[Shaders]: Apply values from: \"%s\".\n", override_conf->path); #endif video_shader_override_values(override_conf, shader); config_file_free(override_conf); path_list_tmp = path_list_tmp->next; } #ifdef DEBUG RARCH_DBG("[Shaders]: End apply overrides.\n\n"); #endif end: path_linked_list_free(override_paths_list); config_file_free(conf); config_file_free(root_conf); return ret; } const char *video_shader_type_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. * @return true on success, otherwise false on failure. **/ 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 ((ext[0] != '\0') && (ext[0] == '.') && (ext[1] != '\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); } void video_shader_dir_free_shader( struct rarch_dir_shader_list *dir_list, bool shader_remember_last_dir) { if (dir_list->shader_list) { dir_list_free(dir_list->shader_list); dir_list->shader_list = NULL; } if (dir_list->directory) { free(dir_list->directory); dir_list->directory = NULL; } dir_list->selection = 0; dir_list->shader_loaded = false; dir_list->remember_last_preset_dir = shader_remember_last_dir; } static bool video_shader_dir_init_shader_internal( bool shader_remember_last_dir, struct rarch_dir_shader_list *dir_list, const char *shader_dir, const char *shader_file_name, bool show_hidden_files) { size_t i; struct string_list *new_list = dir_list_new_special( shader_dir, DIR_LIST_SHADERS, NULL, show_hidden_files); bool search_file_name = shader_remember_last_dir && !string_is_empty(shader_file_name); if (!new_list) return false; if (new_list->size < 1) { dir_list_free(new_list); return false; } dir_list_sort(new_list, false); dir_list->shader_list = new_list; dir_list->directory = strdup(shader_dir); dir_list->selection = 0; dir_list->shader_loaded = false; dir_list->remember_last_preset_dir = shader_remember_last_dir; if (search_file_name) { for (i = 0; i < new_list->size; i++) { const char *file_name = NULL; const char *file_path = new_list->elems[i].data; if (string_is_empty(file_path)) continue; /* If a shader file name has been provided, * search the list for a match and set 'selection' * index if found */ file_name = path_basename(file_path); if ( !string_is_empty(file_name) && string_is_equal(file_name, shader_file_name)) { RARCH_LOG("[Shaders]: %s \"%s\".\n", msg_hash_to_str(MSG_FOUND_SHADER), file_path); dir_list->selection = i; break; } } } return true; } static void video_shader_dir_init_shader( void *menu_driver_data_, settings_t *settings, struct rarch_dir_shader_list *dir_list) { bool show_hidden_files = settings->bools.show_hidden_files; bool shader_remember_last_dir = settings->bools.video_shader_remember_last_dir; const char *directory_video_shader = settings->paths.directory_video_shader; const char *directory_menu_config = settings->paths.directory_menu_config; bool video_shader_remember_last_dir = settings->bools.video_shader_remember_last_dir; const char *last_shader_preset_dir = NULL; const char *last_shader_preset_file_name = NULL; #if defined(HAVE_MENU) menu_handle_t *menu = (menu_handle_t*)menu_driver_data_; enum rarch_shader_type last_shader_preset_type = menu ? menu->last_shader_selection.preset_type : RARCH_SHADER_NONE; menu_driver_get_last_shader_preset_path( &last_shader_preset_dir, &last_shader_preset_file_name); #else enum rarch_shader_type last_shader_preset_type = RARCH_SHADER_NONE; #endif /* Always free existing shader list */ video_shader_dir_free_shader(dir_list, video_shader_remember_last_dir); /* Try directory of last selected shader preset */ if (shader_remember_last_dir && (last_shader_preset_type != RARCH_SHADER_NONE) && !string_is_empty(last_shader_preset_dir) && video_shader_dir_init_shader_internal( video_shader_remember_last_dir, dir_list, last_shader_preset_dir, last_shader_preset_file_name, show_hidden_files)) return; /* Try video shaders directory */ if (!string_is_empty(directory_video_shader) && video_shader_dir_init_shader_internal( video_shader_remember_last_dir, dir_list, directory_video_shader, NULL, show_hidden_files)) return; /* Try config directory */ if (!string_is_empty(directory_menu_config) && video_shader_dir_init_shader_internal( video_shader_remember_last_dir, dir_list, directory_menu_config, NULL, show_hidden_files)) return; /* Try 'top level' directory containing main * RetroArch config file */ if (!path_is_empty(RARCH_PATH_CONFIG)) { char *rarch_config_directory = strdup(path_get(RARCH_PATH_CONFIG)); path_basedir(rarch_config_directory); if (!string_is_empty(rarch_config_directory)) video_shader_dir_init_shader_internal( video_shader_remember_last_dir, dir_list, rarch_config_directory, NULL, show_hidden_files); free(rarch_config_directory); } } void video_shader_dir_check_shader( void *menu_driver_data_, settings_t *settings, struct rarch_dir_shader_list *dir_list, bool pressed_next, bool pressed_prev) { bool video_shader_remember_last_dir = settings->bools.video_shader_remember_last_dir; const char *last_shader_preset_dir = NULL; const char *last_shader_preset_file_name = NULL; const char *set_shader_path = NULL; bool dir_list_initialised = false; #if defined(HAVE_MENU) void *menu_ptr = menu_driver_data_; menu_handle_t *menu = (menu_handle_t*)menu_ptr; enum rarch_shader_type last_shader_preset_type = menu ? menu->last_shader_selection.preset_type : RARCH_SHADER_NONE; menu_driver_get_last_shader_preset_path( &last_shader_preset_dir, &last_shader_preset_file_name); #else void *menu_ptr = NULL; enum rarch_shader_type last_shader_preset_type = RARCH_SHADER_NONE; #endif /* Check whether shader list needs to be * (re)initialised */ if (!dir_list->shader_list || (dir_list->remember_last_preset_dir != video_shader_remember_last_dir) || (video_shader_remember_last_dir && (last_shader_preset_type != RARCH_SHADER_NONE) && !string_is_equal(dir_list->directory, last_shader_preset_dir))) { video_shader_dir_init_shader(menu_ptr, settings, dir_list); dir_list_initialised = true; } if (!dir_list->shader_list || (dir_list->shader_list->size < 1)) return; /* Check whether a 'last used' shader file * name is provided * > Note: We can end up calling * string_is_equal(dir_list->directory, last_shader_preset_dir) * twice. This is wasteful, but we cannot safely cache * the first result since video_shader_dir_init_shader() is called * in-between the two invocations... */ if (video_shader_remember_last_dir && (last_shader_preset_type != RARCH_SHADER_NONE) && string_is_equal(dir_list->directory, last_shader_preset_dir) && !string_is_empty(last_shader_preset_file_name)) { /* Ensure that we start with a dir_list selection * index matching the last used shader */ if (!dir_list_initialised) { const char *current_file_path = NULL; const char *current_file_name = NULL; if (dir_list->selection < dir_list->shader_list->size) current_file_path = dir_list->shader_list->elems[dir_list->selection].data; if (!string_is_empty(current_file_path)) current_file_name = path_basename(current_file_path); if (!string_is_empty(current_file_name) && !string_is_equal(current_file_name, last_shader_preset_file_name)) { size_t i; for (i = 0; i < dir_list->shader_list->size; i++) { const char *file_path = dir_list->shader_list->elems[i].data; const char *file_name = NULL; if (string_is_empty(file_path)) continue; file_name = path_basename(file_path); if (string_is_empty(file_name)) continue; if (string_is_equal(file_name, last_shader_preset_file_name)) { dir_list->selection = i; break; } } } } #ifdef HAVE_MENU /* Check whether the shader referenced by the * current selection index is already loaded */ if (!dir_list->shader_loaded) { struct video_shader *shader = menu_shader_get(); if (shader && !string_is_empty(shader->loaded_preset_path)) { char last_shader_path[PATH_MAX_LENGTH]; fill_pathname_join(last_shader_path, last_shader_preset_dir, last_shader_preset_file_name, sizeof(last_shader_path)); if (string_is_equal(last_shader_path, shader->loaded_preset_path)) dir_list->shader_loaded = true; } } #endif } /* Select next shader in list */ if (pressed_next) { /* Only increment selection if a shader * from this list has already been loaded * (otherwise first entry in the list may * be skipped) */ if (dir_list->shader_loaded) { if (dir_list->selection < dir_list->shader_list->size - 1) dir_list->selection++; else dir_list->selection = 0; } } /* Select previous shader in list */ else if (pressed_prev) { if (dir_list->selection > 0) dir_list->selection--; else dir_list->selection = dir_list->shader_list->size - 1; } else return; set_shader_path = dir_list->shader_list->elems[dir_list->selection].data; #if defined(HAVE_MENU) menu_driver_set_last_shader_preset_path(set_shader_path); #endif command_set_shader(NULL, set_shader_path); dir_list->shader_loaded = true; } static bool video_shader_load_shader_preset_internal( char *s, size_t len, const char *shader_directory, const char *core_name, const char *special_name) { int i; static enum rarch_shader_type types[] = { /* Shader preset priority, highest to lowest * only important for video drivers with multiple shader backends */ RARCH_SHADER_GLSL, RARCH_SHADER_SLANG, RARCH_SHADER_CG, RARCH_SHADER_HLSL }; for (i = 0; i < (int)ARRAY_SIZE(types); i++) { if (!video_shader_is_supported(types[i])) continue; /* Concatenate strings into full paths */ if (!string_is_empty(core_name)) fill_pathname_join_special_ext(s, shader_directory, core_name, special_name, video_shader_get_preset_extension(types[i]), len); else { size_t _len; if (string_is_empty(special_name)) break; _len = fill_pathname_join(s, shader_directory, special_name, len); strlcpy(s + _len, video_shader_get_preset_extension(types[i]), len - _len); } if (path_is_valid(s)) return true; } return false; } /** * video_shader_load_auto_shader_preset: * * Tries to load a supported core-, game-, folder-specific or global * shader preset from its respective location: * * global: $CONFIG_DIR/global.$PRESET_EXT * core-specific: $CONFIG_DIR/$CORE_NAME/$CORE_NAME.$PRESET_EXT * folder-specific: $CONFIG_DIR/$CORE_NAME/$FOLDER_NAME.$PRESET_EXT * game-specific: $CONFIG_DIR/$CORE_NAME/$GAME_NAME.$PRESET_EXT * * $CONFIG_DIR is expected to be Menu Config directory, or failing that, the * directory where retroarch.cfg is stored. * * For compatibility purposes with versions 1.8.7 and older, the presets * subdirectory on the Video Shader path is used as a fallback directory. * * Note: Uses video_shader_is_supported() which only works after * context driver initialization. * * Returns: false if there was an error or no action was performed. */ static bool video_shader_load_auto_shader_preset(settings_t *settings, const char *core_name, char *s, size_t len) { const char *video_shader_directory = settings->paths.directory_video_shader; const char *menu_config_directory = settings->paths.directory_menu_config; const char *rarch_path_basename = path_get(RARCH_PATH_BASENAME); bool has_content = !string_is_empty(rarch_path_basename); const char *game_name = NULL; const char *dirs[3] = {0}; size_t i = 0; char shader_path[PATH_MAX_LENGTH]; char content_dir_name[PATH_MAX_LENGTH]; char config_file_directory[PATH_MAX_LENGTH]; char old_presets_directory[PATH_MAX_LENGTH]; shader_path[0] = '\0'; content_dir_name[0] = '\0'; config_file_directory[0] = '\0'; old_presets_directory[0] = '\0'; if (has_content) { fill_pathname_parent_dir_name(content_dir_name, rarch_path_basename, sizeof(content_dir_name)); game_name = path_basename(rarch_path_basename); } if (!path_is_empty(RARCH_PATH_CONFIG)) fill_pathname_basedir(config_file_directory, path_get(RARCH_PATH_CONFIG), sizeof(config_file_directory)); if (!string_is_empty(video_shader_directory)) fill_pathname_join(old_presets_directory, video_shader_directory, "presets", sizeof(old_presets_directory)); dirs[0] = menu_config_directory; dirs[1] = config_file_directory; dirs[2] = old_presets_directory; for (i = 0; i < ARRAY_SIZE(dirs); i++) { if (string_is_empty(dirs[i])) continue; /* Game-specific shader preset found? */ if (has_content && video_shader_load_shader_preset_internal( shader_path, sizeof(shader_path), dirs[i], core_name, game_name)) goto success; /* Folder-specific shader preset found? */ if (has_content && video_shader_load_shader_preset_internal( shader_path, sizeof(shader_path), dirs[i], core_name, content_dir_name)) goto success; /* Core-specific shader preset found? */ if (video_shader_load_shader_preset_internal( shader_path, sizeof(shader_path), dirs[i], core_name, core_name)) goto success; /* Global shader preset found? */ if (video_shader_load_shader_preset_internal( shader_path, sizeof(shader_path), dirs[i], NULL, "global")) goto success; } return false; success: /* Shader preset exists, load it. */ strlcpy(s, shader_path, len); return true; } bool video_shader_combine_preset_and_apply( settings_t *settings, enum rarch_shader_type type, struct video_shader *menu_shader, const char *preset_path, const char *temp_dir, bool prepend, bool message) { bool ret = false; char combined_preset_path[PATH_MAX_LENGTH]; char combined_preset_name[PATH_MAX_LENGTH]; const char *preset_ext = video_shader_get_preset_extension(type); struct video_shader *shader_to_append = (struct video_shader*) calloc(1, sizeof(*shader_to_append)); struct video_shader *combined_shader = (struct video_shader*) calloc(1, sizeof(*combined_shader)); size_t _len = strlcpy(combined_preset_name, "retroarch", sizeof(combined_preset_name)); strlcpy(combined_preset_name + _len, preset_ext, sizeof(combined_preset_name) - _len); fill_pathname_join(combined_preset_path, temp_dir, combined_preset_name, sizeof(combined_preset_path)); video_shader_load_preset_into_shader(preset_path, shader_to_append); if (prepend) video_shader_combine_shaders(combined_shader, shader_to_append, menu_shader); else video_shader_combine_shaders(combined_shader, menu_shader, shader_to_append); /* We save to the always changing retroarch.slangp, retroarch.glsp... then load it so that it is similar to Apply Preset */ video_shader_write_preset(combined_preset_path, combined_shader, false); #ifdef HAVE_MENU ret = menu_shader_manager_set_preset(menu_shader, type, combined_preset_path, true); #else ret = true; #endif free(shader_to_append); free(combined_shader); return ret; } /* Sets and loads the preset in the video driver */ /* Applies the preset to the menu */ bool video_shader_apply_shader( settings_t *settings, enum rarch_shader_type type, const char *preset_path, bool message) { char msg[256]; video_driver_state_t *video_st = video_state_get_ptr(); runloop_state_t *runloop_st = runloop_state_get_ptr(); const char *core_name = runloop_st->system.info.library_name; const char *preset_file = NULL; #ifdef HAVE_MENU struct video_shader *shader = menu_shader_get(); #endif /* Disallow loading shaders when no core is loaded */ if (string_is_empty(core_name)) return false; if (!string_is_empty(preset_path)) preset_file = path_basename_nocompression(preset_path); /* TODO/FIXME - This loads the shader into the video driver * But then we load the shader from disk twice more to put it in the menu * We need to reconfigure this at some point to only load it once */ if (video_st->current_video->set_shader) { if ((video_st->current_video->set_shader( video_st->data, type, preset_path))) { configuration_set_bool(settings, settings->bools.video_shader_enable, true); if (!string_is_empty(preset_path)) { strlcpy(runloop_st->runtime_shader_preset_path, preset_path, sizeof(runloop_st->runtime_shader_preset_path)); #ifdef HAVE_MENU /* reflect in shader manager */ if (menu_shader_manager_set_preset( shader, type, preset_path, false)) shader->flags &= ~SHDR_FLAG_MODIFIED; #endif } else runloop_st->runtime_shader_preset_path[0] = '\0'; if (message) { /* Display message */ const char *msg_shader = msg_hash_to_str(MSG_SHADER); size_t _len = strlcpy(msg, msg_shader, sizeof(msg)); msg[ _len] = ':'; msg[++_len] = ' '; if (preset_file) { msg[++_len] = '"'; msg[++_len] = '\0'; _len += strlcpy(msg + _len, preset_file, sizeof(msg) - _len); msg[ _len] = '"'; msg[++_len] = '\0'; } else { msg[++_len] = '\0'; strlcpy(msg + _len, msg_hash_to_str(MENU_ENUM_LABEL_VALUE_NONE), sizeof(msg) - _len); } #ifdef HAVE_GFX_WIDGETS if (dispwidget_get_ptr()->active) gfx_widget_set_generic_message(msg, 2000); else #endif runloop_msg_queue_push(msg, 1, 120, true, NULL, MESSAGE_QUEUE_ICON_DEFAULT, MESSAGE_QUEUE_CATEGORY_INFO); } RARCH_LOG("[Shaders]: %s: \"%s\".\n", msg_hash_to_str(MSG_APPLYING_SHADER), preset_path ? preset_path : "null"); return true; } } #ifdef HAVE_MENU /* reflect in shader manager */ menu_shader_manager_set_preset(shader, type, NULL, false); #endif /* Display error message */ fill_pathname_join_delim(msg, msg_hash_to_str(MSG_FAILED_TO_APPLY_SHADER_PRESET), preset_file ? preset_file : "null", ' ', sizeof(msg)); runloop_msg_queue_push( msg, 1, 180, true, NULL, MESSAGE_QUEUE_ICON_DEFAULT, MESSAGE_QUEUE_CATEGORY_ERROR); return false; } /* get the name of the current shader preset */ const char *video_shader_get_current_shader_preset(void) { settings_t *settings = config_get_ptr(); runloop_state_t *runloop_st = runloop_state_get_ptr(); video_driver_state_t *video_st = video_state_get_ptr(); const char *core_name = runloop_st->system.info.library_name; bool video_shader_enable = settings->bools.video_shader_enable; unsigned video_shader_delay = settings->uints.video_shader_delay; bool auto_shaders_enable = settings->bools.auto_shaders_enable; bool cli_shader_disable = (video_st->flags & VIDEO_FLAG_CLI_SHADER_DISABLE) ? true : false; if (!video_shader_enable) return NULL; if (video_shader_delay && !runloop_st->shader_delay_timer.timer_end) return NULL; /* Disallow loading auto-shaders when no core is loaded */ if (string_is_empty(core_name)) return NULL; if (!string_is_empty(runloop_st->runtime_shader_preset_path)) return runloop_st->runtime_shader_preset_path; /* load auto-shader once, --set-shader works like a global auto-shader */ if ( (video_st->flags & VIDEO_FLAG_SHADER_PRESETS_NEED_RELOAD) && !cli_shader_disable) { video_st->flags &= ~VIDEO_FLAG_SHADER_PRESETS_NEED_RELOAD; if (video_shader_is_supported( video_shader_parse_type(video_st->cli_shader_path))) strlcpy(runloop_st->runtime_shader_preset_path, video_st->cli_shader_path, sizeof(runloop_st->runtime_shader_preset_path)); else { if (auto_shaders_enable) /* sets runtime_shader_preset_path */ { if (video_shader_load_auto_shader_preset( settings, runloop_st->system.info.library_name, runloop_st->runtime_shader_preset_path, sizeof(runloop_st->runtime_shader_preset_path))) { RARCH_LOG("[Shaders]: Specific shader preset found at \"%s\".\n", runloop_st->runtime_shader_preset_path); } } } return runloop_st->runtime_shader_preset_path; } return NULL; } void video_shader_toggle(settings_t *settings) { bool toggle = !settings->bools.video_shader_enable; #ifdef HAVE_MENU struct video_shader *menu_shdr = menu_shader_get(); struct menu_state *menu_st = menu_state_get_ptr(); menu_shdr->flags |= SHDR_FLAG_MODIFIED; if (toggle) menu_shdr->flags &= ~SHDR_FLAG_DISABLED; else menu_shdr->flags |= SHDR_FLAG_DISABLED; menu_st->flags |= MENU_ST_FLAG_ENTRIES_NEED_REFRESH | MENU_ST_FLAG_PREVENT_POPULATE; #endif command_event(CMD_EVENT_SHADERS_APPLY_CHANGES, NULL); /* TODO/FIXME: Due to general_write_handler being called twice, * this has be done in this order in order to truly disable */ if (!toggle) configuration_set_bool(settings, settings->bools.video_shader_enable, toggle); }