コード例 #1
0
static int action_ok_shader_preset_load(const char *path,
      const char *label, unsigned type, size_t idx)
{
   const char *menu_path = NULL;
   char shader_path[PATH_MAX_LENGTH];
   menu_handle_t *menu = menu_driver_get_ptr();
   if (!menu)
      return -1;

   (void)shader_path;
   (void)menu_path;
#ifdef HAVE_SHADER_MANAGER
   menu_list_get_last_stack(menu->menu_list, &menu_path, NULL,
         NULL);

   fill_pathname_join(shader_path, menu_path, path, sizeof(shader_path));
   menu_shader_manager_set_preset(menu->shader,
         video_shader_parse_type(shader_path, RARCH_SHADER_NONE),
         shader_path);
   menu_list_flush_stack_by_needle(menu->menu_list, "shader_options");
   return 0;
#else
   return -1;
#endif
}
コード例 #2
0
/**
 * menu_shader_manager_get_type:
 * @shader                   : shader handle     
 *
 * Gets type of shader.
 *
 * Returns: type of shader. 
 **/
unsigned menu_shader_manager_get_type(const void *data)
{
   unsigned type                     = RARCH_SHADER_NONE;
#ifdef HAVE_SHADER_MANAGER
   const struct video_shader *shader = (const struct video_shader*)data;
   /* All shader types must be the same, or we cannot use it. */
   unsigned i                        = 0;

   if (!shader)
      return RARCH_SHADER_NONE;

   for (i = 0; i < shader->passes; i++)
   {
      enum rarch_shader_type pass_type = 
         video_shader_parse_type(shader->pass[i].source.path,
               RARCH_SHADER_NONE);

      switch (pass_type)
      {
         case RARCH_SHADER_CG:
         case RARCH_SHADER_GLSL:
         case RARCH_SHADER_SLANG:
            if (type == RARCH_SHADER_NONE)
               type = pass_type;
            else if (type != pass_type)
               return RARCH_SHADER_NONE;
            break;
         default:
            break;
      }
   }

#endif
   return type;
}
コード例 #3
0
ファイル: menu_shader.c プロジェクト: Alcaro/RetroArch
/**
 * menu_shader_manager_apply_changes:
 *
 * Apply shader state changes.
 **/
void menu_shader_manager_apply_changes(void)
{
#ifdef HAVE_SHADER_MANAGER
   unsigned shader_type;
   struct video_shader *shader = menu_shader_get();

   if (!shader)
      return;

   shader_type = menu_shader_manager_get_type(shader);

   if (shader->passes && shader_type != RARCH_SHADER_NONE)
   {
      menu_shader_manager_save_preset(NULL, true, false);
      return;
   }

   /* Fall-back */
#if defined(HAVE_CG) || defined(HAVE_HLSL) || defined(HAVE_GLSL)
   shader_type = video_shader_parse_type("", DEFAULT_SHADER_TYPE);
#endif

   if (shader_type == RARCH_SHADER_NONE)
   {
#if defined(HAVE_GLSL)
      shader_type = RARCH_SHADER_GLSL;
#elif defined(HAVE_CG) || defined(HAVE_HLSL)
      shader_type = RARCH_SHADER_CG;
#elif defined(HAVE_VULKAN)
      shader_type = RARCH_SHADER_SLANG;
#endif
   }
   menu_shader_manager_set_preset(NULL, shader_type, NULL);
#endif
}
コード例 #4
0
ファイル: menu_shader.c プロジェクト: netux79/RAvideoFixes
/**
 * menu_shader_manager_apply_changes:
 *
 * Apply shader state changes.
 **/
void menu_shader_manager_apply_changes(void)
{
#ifdef HAVE_SHADER_MANAGER
   menu_handle_t *menu         = menu_driver_get_ptr();
   unsigned shader_type = menu_shader_manager_get_type(menu->shader);

   if (menu->shader->passes 
         && shader_type != RARCH_SHADER_NONE)
   {
      menu_shader_manager_save_preset(NULL, true);
      return;
   }

   /* Fall-back */
#if defined(HAVE_CG) || defined(HAVE_HLSL) || defined(HAVE_GLSL)
   shader_type = video_shader_parse_type("", DEFAULT_SHADER_TYPE);
#endif

   if (shader_type == RARCH_SHADER_NONE)
   {
#if defined(HAVE_GLSL)
      shader_type = RARCH_SHADER_GLSL;
#elif defined(HAVE_CG) || defined(HAVE_HLSL)
      shader_type = RARCH_SHADER_CG;
#endif
   }
   menu_shader_manager_set_preset(NULL, shader_type, NULL);
#endif
}
コード例 #5
0
void ShaderParamsDialog::onShaderLoadPresetClicked()
{
   QString path;
   QString filter;
   QByteArray pathArray;
   struct video_shader *menu_shader = NULL;
   struct video_shader *video_shader = NULL;
   const char *pathData = NULL;
   settings_t *settings = config_get_ptr();
   enum rarch_shader_type type = RARCH_SHADER_NONE;
   bool is_preset = false;

   if (!settings)
      return;

   getShaders(&menu_shader, &video_shader);

   if (!menu_shader)
      return;

   filter = "Shader Preset (";

   /* NOTE: Maybe we should have a way to get a list of all shader types instead of hard-coding this? */
   if (video_shader_is_supported(RARCH_SHADER_CG) &&
         video_shader_get_type_from_ext(file_path_str(FILE_PATH_CGP_EXTENSION), &is_preset)
         != RARCH_SHADER_NONE)
      filter += QLatin1Literal("*") + file_path_str(FILE_PATH_CGP_EXTENSION);

   if (video_shader_is_supported(RARCH_SHADER_GLSL) &&
         video_shader_get_type_from_ext(file_path_str(FILE_PATH_GLSLP_EXTENSION), &is_preset)
         != RARCH_SHADER_NONE)
      filter += QLatin1Literal(" *") + file_path_str(FILE_PATH_GLSLP_EXTENSION);

   if (video_shader_is_supported(RARCH_SHADER_SLANG) &&
         video_shader_get_type_from_ext(file_path_str(FILE_PATH_SLANGP_EXTENSION), &is_preset)
         != RARCH_SHADER_NONE)
      filter += QLatin1Literal(" *") + file_path_str(FILE_PATH_SLANGP_EXTENSION);

   filter += ")";

   path = QFileDialog::getOpenFileName(this, msg_hash_to_str(MENU_ENUM_LABEL_VALUE_VIDEO_SHADER_PRESET), settings->paths.directory_video_shader, filter);

   if (path.isEmpty())
      return;

   pathArray = path.toUtf8();
   pathData = pathArray.constData();

   type = video_shader_parse_type(pathData, RARCH_SHADER_NONE);

   menu_shader_manager_set_preset(menu_shader, type, pathData);
}
コード例 #6
0
ファイル: d3d.cpp プロジェクト: XavierMoon/RetroArch
static bool d3d_construct(d3d_video_t *d3d,
      const video_info_t *info, const input_driver_t **input,
      void **input_data)
{
   unsigned full_x, full_y;
   settings_t    *settings     = config_get_ptr();

   d3d->should_resize = false;

#if defined(HAVE_MENU)
   d3d->menu                = new overlay_t();

   if (!d3d->menu)
      return false;

   d3d->menu->tex_coords[0]  = 0;
   d3d->menu->tex_coords[1]  = 0;
   d3d->menu->tex_coords[2]  = 1;
   d3d->menu->tex_coords[3]  = 1;
   d3d->menu->vert_coords[0] = 0;
   d3d->menu->vert_coords[1] = 1;
   d3d->menu->vert_coords[2] = 1;
   d3d->menu->vert_coords[3] = -1;
#endif

   memset(&d3d->windowClass, 0, sizeof(d3d->windowClass));
#ifdef HAVE_WINDOW
   d3d->windowClass.lpfnWndProc = WndProcD3D;
   win32_window_init(&d3d->windowClass, true, NULL);
#endif

#ifdef HAVE_MONITOR
   bool windowed_full;
   RECT mon_rect;
   MONITORINFOEX current_mon;
   HMONITOR hm_to_use;

   win32_monitor_info(&current_mon, &hm_to_use, &d3d->cur_mon_id);
   mon_rect = current_mon.rcMonitor;
   g_resize_width  = info->width;
   g_resize_height = info->height;

   windowed_full = settings->video.windowed_fullscreen;

   full_x = (windowed_full || info->width  == 0) ?
      (mon_rect.right  - mon_rect.left) : info->width;
   full_y = (windowed_full || info->height == 0) ?
      (mon_rect.bottom - mon_rect.top)  : info->height;
   RARCH_LOG("[D3D]: Monitor size: %dx%d.\n",
         (int)(mon_rect.right  - mon_rect.left),
         (int)(mon_rect.bottom - mon_rect.top));
#else
   gfx_ctx_get_video_size(&full_x, &full_y);
#endif
   {
      unsigned new_width  = info->fullscreen ? full_x : info->width;
      unsigned new_height = info->fullscreen ? full_y : info->height;
      video_driver_set_size(&new_width, &new_height);
   }

#ifdef HAVE_WINDOW
   DWORD style;
   unsigned win_width, win_height;
   RECT rect            = {0};

   video_driver_get_size(&win_width, &win_height);

   win32_set_style(&current_mon, &hm_to_use, &win_width, &win_height, info->fullscreen, windowed_full, &rect, &mon_rect, &style);

   win32_window_create(d3d, style, &mon_rect, win_width,
         win_height, info->fullscreen);

   win32_set_window(&win_width, &win_height, info->fullscreen,
	   windowed_full, &rect);
#endif

#ifdef HAVE_SHADERS
   /* This should only be done once here
    * to avoid set_shader() to be overridden
    * later. */
   enum rarch_shader_type type =
      video_shader_parse_type(settings->video.shader_path, RARCH_SHADER_NONE);
   if (settings->video.shader_enable && type == RARCH_SHADER_CG)
      d3d->shader_path = settings->video.shader_path;

   if (!d3d_process_shader(d3d))
      return false;
#endif

   d3d->video_info = *info;
   if (!d3d_initialize(d3d, &d3d->video_info))
      return false;

   gfx_ctx_input_driver(input, input_data);

   RARCH_LOG("[D3D]: Init complete.\n");
   return true;
}
コード例 #7
0
ファイル: d3d.cpp プロジェクト: equil/RetroArch
static bool d3d_construct(d3d_video_t *d3d,
      const video_info_t *info, const input_driver_t **input,
      void **input_data)
{
   unsigned full_x, full_y;
   driver_t *driver         = driver_get_ptr();
   settings_t *settings     = config_get_ptr();

   d3d->should_resize = false;
#ifndef _XBOX
   gfx_set_dwm();
#endif

#if defined(HAVE_MENU)
   if (d3d->menu)
      free(d3d->menu);

   d3d->menu                = (overlay_t*)calloc(1, sizeof(overlay_t));

   if (!d3d->menu)
      return false;

   d3d->menu->tex_coords.x  = 0;
   d3d->menu->tex_coords.y  = 0;
   d3d->menu->tex_coords.w  = 1;
   d3d->menu->tex_coords.h  = 1;
   d3d->menu->vert_coords.x = 0;
   d3d->menu->vert_coords.y = 1;
   d3d->menu->vert_coords.w = 1;
   d3d->menu->vert_coords.h = -1;
#endif

#if defined(HAVE_WINDOW) && !defined(_XBOX)
   memset(&d3d->windowClass, 0, sizeof(d3d->windowClass));

   d3d->windowClass.cbSize        = sizeof(d3d->windowClass);
   d3d->windowClass.style         = CS_HREDRAW | CS_VREDRAW;
   d3d->windowClass.lpfnWndProc   = WindowProc;
   d3d->windowClass.hInstance     = NULL;
   d3d->windowClass.hCursor       = LoadCursor(NULL, IDC_ARROW);
   d3d->windowClass.lpszClassName = "RetroArch";
   d3d->windowClass.hIcon         = LoadIcon(GetModuleHandle(NULL),
         MAKEINTRESOURCE(IDI_ICON));
   d3d->windowClass.hIconSm       = (HICON)LoadImage(GetModuleHandle(NULL),
         MAKEINTRESOURCE(IDI_ICON), IMAGE_ICON, 16, 16, 0);
   if (!info->fullscreen)
      d3d->windowClass.hbrBackground = (HBRUSH)COLOR_WINDOW;

   RegisterClassEx(&d3d->windowClass);
#endif

#ifdef HAVE_MONITOR
   RECT mon_rect = d3d_monitor_rect(d3d);

   bool windowed_full = settings->video.windowed_fullscreen;

   full_x = (windowed_full || info->width  == 0) ? 
      (mon_rect.right  - mon_rect.left) : info->width;
   full_y = (windowed_full || info->height == 0) ? 
      (mon_rect.bottom - mon_rect.top)  : info->height;
   RARCH_LOG("[D3D]: Monitor size: %dx%d.\n", 
         (int)(mon_rect.right  - mon_rect.left),
         (int)(mon_rect.bottom - mon_rect.top));
#else
   if (d3d->ctx_driver && d3d->ctx_driver->get_video_size)
      d3d->ctx_driver->get_video_size(d3d, &full_x, &full_y);
#endif
   d3d->screen_width   = info->fullscreen ? full_x : info->width;
   d3d->screen_height  = info->fullscreen ? full_y : info->height;

#ifndef _XBOX
#ifdef HAVE_WINDOW
   char buffer[128];
   unsigned win_width  = d3d->screen_width;
   unsigned win_height = d3d->screen_height;
   RECT rect = {0};

   if (!info->fullscreen)
   {
      rect.right  = d3d->screen_width;
      rect.bottom = d3d->screen_height;
      AdjustWindowRect(&rect, WS_OVERLAPPEDWINDOW, FALSE);
      win_width   = rect.right - rect.left;
      win_height  = rect.bottom - rect.top;
   }

   video_monitor_get_fps(buffer, sizeof(buffer), NULL, 0);
   std::string title = buffer;
   title += " || Direct3D";

   d3d->hWnd = CreateWindowEx(0, "RetroArch", title.c_str(),
         info->fullscreen ?
         (WS_EX_TOPMOST | WS_POPUP) : WS_OVERLAPPEDWINDOW,
         info->fullscreen ? mon_rect.left : CW_USEDEFAULT,
         info->fullscreen ? mon_rect.top  : CW_USEDEFAULT,
         win_width, win_height,
         NULL, NULL, NULL, d3d);

   driver->display_type  = RARCH_DISPLAY_WIN32;
   driver->video_display = 0;
   driver->video_window  = (uintptr_t)d3d->hWnd;
#endif
#endif

   if (d3d && d3d->ctx_driver && d3d->ctx_driver->show_mouse)
      d3d->ctx_driver->show_mouse(d3d, !info->fullscreen
#ifdef HAVE_OVERLAY
      || d3d->overlays_enabled
#endif
   );


#ifndef _XBOX

#ifdef HAVE_WINDOW
   if (!info->fullscreen && settings->ui.menubar_enable)
   {
	   RECT rc_temp = {0, 0, win_height, 0x7FFF};

	   SetMenu(d3d->hWnd, LoadMenu(GetModuleHandle(NULL),MAKEINTRESOURCE(IDR_MENU)));
	   SendMessage(d3d->hWnd, WM_NCCALCSIZE, FALSE, (LPARAM)&rc_temp);
	   win_height += rc_temp.top + rect.top;
	   SetWindowPos(d3d->hWnd, NULL, 0, 0, win_width, win_height, SWP_NOMOVE);
   }

   ShowWindow(d3d->hWnd, SW_RESTORE);
   UpdateWindow(d3d->hWnd);
   SetForegroundWindow(d3d->hWnd);
   SetFocus(d3d->hWnd);
#endif

#ifdef HAVE_SHADERS
   /* This should only be done once here
    * to avoid set_shader() to be overridden
    * later. */
   enum rarch_shader_type type = 
      video_shader_parse_type(settings->video.shader_path, RARCH_SHADER_NONE);
   if (settings->video.shader_enable && type == RARCH_SHADER_CG)
      d3d->shader_path = settings->video.shader_path;

   if (!d3d_process_shader(d3d))
      return false;
#endif

#endif

   d3d->video_info = *info;
   if (!d3d_initialize(d3d, &d3d->video_info))
      return false;

   if (input && input_data &&
      d3d->ctx_driver && d3d->ctx_driver->input_driver)
      d3d->ctx_driver->input_driver(d3d, input, input_data);

   RARCH_LOG("[D3D]: Init complete.\n");
   return true;
}