PostProcessing: Add ReShade .fx shader support

This commit is contained in:
Stenzek
2023-08-13 23:23:54 +10:00
parent 288757ca9a
commit 8a40c7bf94
9 changed files with 1522 additions and 34 deletions

View File

@ -6,6 +6,7 @@
#include "host.h"
#include "imgui_manager.h"
#include "postprocessing_shader.h"
#include "postprocessing_shader_fx.h"
#include "postprocessing_shader_glsl.h"
// TODO: Remove me
@ -175,6 +176,32 @@ std::vector<std::pair<std::string, std::string>> PostProcessing::GetAvailableSha
}
}
FileSystem::FindFiles(Path::Combine(EmuFolders::Shaders, "reshade" FS_OSPATH_SEPARATOR_STR "Shaders").c_str(), "*.fx",
FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_RELATIVE_PATHS, &results);
FileSystem::FindFiles(
Path::Combine(EmuFolders::Resources, "shaders" FS_OSPATH_SEPARATOR_STR "reshade" FS_OSPATH_SEPARATOR_STR "Shaders")
.c_str(),
"*.fx", FILESYSTEM_FIND_FILES | FILESYSTEM_FIND_RELATIVE_PATHS | FILESYSTEM_FIND_KEEP_ARRAY, &results);
for (FILESYSTEM_FIND_DATA& fd : results)
{
size_t pos = fd.FileName.rfind('.');
if (pos != std::string::npos && pos > 0)
fd.FileName.erase(pos);
// swap any backslashes for forward slashes so the config is cross-platform
for (size_t i = 0; i < fd.FileName.size(); i++)
{
if (fd.FileName[i] == '\\')
fd.FileName[i] = '/';
}
if (std::none_of(names.begin(), names.end(), [&fd](const auto& other) { return fd.FileName == other.second; }))
{
std::string display_name = fmt::format(TRANSLATE_FS("PostProcessing", "{} [ReShade]"), fd.FileName);
names.emplace_back(std::move(display_name), std::move(fd.FileName));
}
}
return names;
}
@ -333,7 +360,31 @@ void PostProcessing::SetEnabled(bool enabled)
std::unique_ptr<PostProcessing::Shader> PostProcessing::TryLoadingShader(const std::string& shader_name,
bool only_config, Error* error)
{
std::string filename(Path::Combine(EmuFolders::Shaders, fmt::format("{}.glsl", shader_name)));
std::string filename;
std::optional<std::string> resource_str;
// Try reshade first.
filename = Path::Combine(
EmuFolders::Shaders,
fmt::format("reshade" FS_OSPATH_SEPARATOR_STR "Shaders" FS_OSPATH_SEPARATOR_STR "{}.fx", shader_name));
// TODO: Won't work on Android. Who cares? All the homies are tired of demanding Android users.
if (!FileSystem::FileExists(filename.c_str()))
{
filename = Path::Combine(EmuFolders::Resources,
fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "reshade" FS_OSPATH_SEPARATOR_STR
"Shaders" FS_OSPATH_SEPARATOR_STR "{}.fx",
shader_name));
}
if (FileSystem::FileExists(filename.c_str()))
{
std::unique_ptr<ReShadeFXShader> shader = std::make_unique<ReShadeFXShader>();
if (shader->LoadFromFile(std::string(shader_name), filename.c_str(), only_config, error))
return shader;
}
filename = Path::Combine(EmuFolders::Shaders, fmt::format("{}.glsl", shader_name));
if (FileSystem::FileExists(filename.c_str()))
{
std::unique_ptr<GLSLShader> shader = std::make_unique<GLSLShader>();
@ -341,8 +392,8 @@ std::unique_ptr<PostProcessing::Shader> PostProcessing::TryLoadingShader(const s
return shader;
}
std::optional<std::string> resource_str(
Host::ReadResourceFileToString(fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "{}.glsl", shader_name).c_str()));
resource_str =
Host::ReadResourceFileToString(fmt::format("shaders" FS_OSPATH_SEPARATOR_STR "{}.glsl", shader_name).c_str());
if (resource_str.has_value())
{
std::unique_ptr<GLSLShader> shader = std::make_unique<GLSLShader>();