ppsspp/GPU/Common/PostShader.cpp

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// Copyright (c) 2013- PPSSPP Project.
// This program 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 Foundation, version 2.0 or later versions.
// This program 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 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
// Postprocessing shader manager
#include <string>
#include <vector>
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#include <algorithm>
#include "Common/Data/Format/IniFile.h"
#include "Common/File/FileUtil.h"
#include "Common/File/DirListing.h"
#include "Common/File/VFS/VFS.h"
#include "Common/GPU/OpenGL/GLFeatures.h"
#include "Common/StringUtils.h"
#include "Core/Config.h"
#include "GPU/Common/PostShader.h"
static std::vector<ShaderInfo> shaderInfo;
// Okay, not really "post" shaders, but related.
static std::vector<TextureShaderInfo> textureShaderInfo;
// Scans the directories for shader ini files and collects info about all the shaders found.
void LoadPostShaderInfo(const std::vector<std::string> &directories) {
std::vector<ShaderInfo> notVisible;
shaderInfo.clear();
ShaderInfo off{};
off.visible = true;
off.name = "Off";
off.section = "Off";
for (size_t i = 0; i < ARRAY_SIZE(off.settings); ++i) {
off.settings[i].name = "";
off.settings[i].value = 0.0f;
off.settings[i].minValue = -1.0f;
off.settings[i].maxValue = 1.0f;
off.settings[i].step = 0.01f;
}
shaderInfo.push_back(off);
textureShaderInfo.clear();
TextureShaderInfo textureOff{};
textureOff.name = "Off";
textureOff.section = "Off";
textureShaderInfo.push_back(textureOff);
auto appendShader = [&](const ShaderInfo &info) {
auto beginErase = std::remove(shaderInfo.begin(), shaderInfo.end(), info.name);
if (beginErase != shaderInfo.end()) {
shaderInfo.erase(beginErase, shaderInfo.end());
}
shaderInfo.push_back(info);
};
auto appendTextureShader = [&](const TextureShaderInfo &info) {
auto beginErase = std::remove(textureShaderInfo.begin(), textureShaderInfo.end(), info.name);
if (beginErase != textureShaderInfo.end()) {
textureShaderInfo.erase(beginErase, textureShaderInfo.end());
}
textureShaderInfo.push_back(info);
};
for (size_t d = 0; d < directories.size(); d++) {
std::vector<FileInfo> fileInfo;
getFilesInDir(directories[d].c_str(), &fileInfo, "ini:");
if (fileInfo.size() == 0) {
VFSGetFileListing(directories[d].c_str(), &fileInfo, "ini:");
}
for (size_t f = 0; f < fileInfo.size(); f++) {
IniFile ini;
bool success = false;
std::string name = fileInfo[f].fullName;
std::string path = directories[d];
// Hack around Android VFS path bug. really need to redesign this.
if (name.substr(0, 7) == "assets/")
name = name.substr(7);
if (path.substr(0, 7) == "assets/")
path = path.substr(7);
if (ini.LoadFromVFS(name) || ini.Load(fileInfo[f].fullName)) {
success = true;
// vsh load. meh.
}
if (!success)
continue;
// Alright, let's loop through the sections and see if any is a shader.
for (size_t i = 0; i < ini.Sections().size(); i++) {
Section &section = ini.Sections()[i];
std::string shaderType;
section.Get("Type", &shaderType, "render");
if (section.Exists("Fragment") && section.Exists("Vertex") && strncasecmp(shaderType.c_str(), "render", shaderType.size()) == 0) {
// Valid shader!
ShaderInfo info;
std::string temp;
info.section = section.name();
section.Get("Name", &info.name, section.name().c_str());
section.Get("Parent", &info.parent, "");
section.Get("Visible", &info.visible, true);
section.Get("Fragment", &temp, "");
info.fragmentShaderFile = path + "/" + temp;
section.Get("Vertex", &temp, "");
info.vertexShaderFile = path + "/" + temp;
section.Get("OutputResolution", &info.outputResolution, false);
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section.Get("Upscaling", &info.isUpscalingFilter, false);
section.Get("SSAA", &info.SSAAFilterLevel, 0);
section.Get("60fps", &info.requires60fps, false);
for (size_t i = 0; i < ARRAY_SIZE(info.settings); ++i) {
auto &setting = info.settings[i];
section.Get(StringFromFormat("SettingName%d", i + 1).c_str(), &setting.name, "");
section.Get(StringFromFormat("SettingDefaultValue%d", i + 1).c_str(), &setting.value, 0.0f);
section.Get(StringFromFormat("SettingMinValue%d", i + 1).c_str(), &setting.minValue, -1.0f);
section.Get(StringFromFormat("SettingMaxValue%d", i + 1).c_str(), &setting.maxValue, 1.0f);
section.Get(StringFromFormat("SettingStep%d", i + 1).c_str(), &setting.step, 0.01f);
// Populate the default setting value.
std::string section = StringFromFormat("%sSettingValue%d", info.section.c_str(), i + 1);
if (!setting.name.empty() && g_Config.mPostShaderSetting.find(section) == g_Config.mPostShaderSetting.end()) {
g_Config.mPostShaderSetting.insert(std::pair<std::string, float>(section, setting.value));
}
}
// Let's ignore shaders we can't support. TODO: Not a very good check
if (gl_extensions.IsGLES && !gl_extensions.GLES3) {
bool requiresIntegerSupport;
section.Get("RequiresIntSupport", &requiresIntegerSupport, false);
if (requiresIntegerSupport)
continue;
}
if (info.visible) {
appendShader(info);
} else {
notVisible.push_back(info);
}
} else if (section.Exists("Compute") && strncasecmp(shaderType.c_str(), "texture", shaderType.size()) == 0) {
// This is a texture shader.
TextureShaderInfo info;
std::string temp;
info.section = section.name();
section.Get("Name", &info.name, section.name().c_str());
section.Get("Compute", &temp, "");
info.computeShaderFile = path + "/" + temp;
appendTextureShader(info);
}
}
}
}
// We always want the not visible ones at the end. Makes menus easier.
for (const auto &info : notVisible) {
appendShader(info);
}
}
// Scans the directories for shader ini files and collects info about all the shaders found.
void ReloadAllPostShaderInfo() {
std::vector<std::string> directories;
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directories.push_back("shaders");
directories.push_back(g_Config.memStickDirectory + "PSP/shaders");
LoadPostShaderInfo(directories);
}
const ShaderInfo *GetPostShaderInfo(const std::string &name) {
for (size_t i = 0; i < shaderInfo.size(); i++) {
if (shaderInfo[i].section == name)
return &shaderInfo[i];
}
return nullptr;
}
std::vector<const ShaderInfo *> GetPostShaderChain(const std::string &name) {
std::vector<const ShaderInfo *> backwards;
const ShaderInfo *shaderInfo = GetPostShaderInfo(name);
while (shaderInfo) {
backwards.push_back(shaderInfo);
if (!shaderInfo->parent.empty() && shaderInfo->parent != "Off") {
shaderInfo = GetPostShaderInfo(shaderInfo->parent);
} else {
shaderInfo = nullptr;
}
auto dup = std::find(backwards.begin(), backwards.end(), shaderInfo);
if (dup != backwards.end()) {
// Don't loop forever.
break;
}
}
if (!backwards.empty())
std::reverse(backwards.begin(), backwards.end());
// Not backwards anymore.
return backwards;
}
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std::vector<const ShaderInfo *> GetFullPostShadersChain(const std::vector<std::string> &names) {
std::vector<const ShaderInfo *> fullChain;
for (auto shaderName : names) {
if (shaderName == "Off")
break;
auto shaderChain = GetPostShaderChain(shaderName);
fullChain.insert(fullChain.end(), shaderChain.begin(), shaderChain.end());
}
return fullChain;
}
bool PostShaderChainRequires60FPS(const std::vector<const ShaderInfo *> &chain) {
for (auto shaderInfo : chain) {
if (shaderInfo->requires60fps)
return true;
}
return false;
}
const std::vector<ShaderInfo> &GetAllPostShaderInfo() {
return shaderInfo;
}
const TextureShaderInfo *GetTextureShaderInfo(const std::string &name) {
for (auto &info : textureShaderInfo) {
if (info.section == name) {
return &info;
}
}
return nullptr;
}
const std::vector<TextureShaderInfo> &GetAllTextureShaderInfo() {
return textureShaderInfo;
}