mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-15 13:32:58 +00:00
405 lines
9.5 KiB
C
405 lines
9.5 KiB
C
/**
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* Looking Glass
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* Copyright © 2017-2021 The Looking Glass Authors
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* https://looking-glass.io
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the Free
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* Software Foundation; either version 2 of the License, or (at your option)
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* any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program; if not, write to the Free Software Foundation, Inc., 59
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* Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "postprocess.h"
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#include "filters.h"
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#include "app.h"
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#include "cimgui.h"
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#include <dirent.h>
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#include <errno.h>
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#include <unistd.h>
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#include <stdatomic.h>
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#include <sys/stat.h>
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#include "common/debug.h"
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#include "common/array.h"
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#include "common/paths.h"
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#include "common/stringlist.h"
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#include "common/stringutils.h"
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#include "common/vector.h"
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static const EGL_FilterOps * EGL_Filters[] =
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{
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&egl_filterDownscaleOps,
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&egl_filterFFXFSR1Ops,
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&egl_filterFFXCASOps
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};
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struct EGL_PostProcess
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{
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Vector filters;
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GLuint output;
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unsigned int outputX, outputY;
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_Atomic(bool) modified;
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EGL_Model * model;
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StringList presets;
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char * presetDir;
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int activePreset;
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char presetEdit[128];
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};
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void egl_postProcessEarlyInit(void)
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{
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for(int i = 0; i < ARRAY_LENGTH(EGL_Filters); ++i)
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EGL_Filters[i]->earlyInit();
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}
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static void loadPresetList(struct EGL_PostProcess * this)
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{
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DIR * dir = NULL;
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alloc_sprintf(&this->presetDir, "%s/presets", lgConfigDir());
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if (!this->presetDir)
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{
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DEBUG_ERROR("Failed to allocate memory for presets");
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return;
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}
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if (mkdir(this->presetDir, S_IRWXU) < 0 && errno != EEXIST)
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{
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DEBUG_ERROR("Failed to create presets directory: %s", this->presetDir);
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goto fail;
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}
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dir = opendir(this->presetDir);
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if (!dir)
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{
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DEBUG_ERROR("Failed to open presets directory: %s", this->presetDir);
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goto fail;
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}
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this->presets = stringlist_new(true);
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if (!this->presets)
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{
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DEBUG_ERROR("Failed to allocate memory for preset list");
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goto fail;
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}
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struct dirent * entry;
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while ((entry = readdir(dir)) != NULL)
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{
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if (entry->d_type != DT_REG)
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continue;
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DEBUG_INFO("Found preset: %s", entry->d_name);
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char * name = strdup(entry->d_name);
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if (!name)
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{
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DEBUG_ERROR("Failed to allocate memory");
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goto fail;
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}
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stringlist_push(this->presets, name);
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}
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closedir(dir);
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this->activePreset = -1;
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return;
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fail:
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free(this->presetDir);
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this->presetDir = NULL;
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if (dir)
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closedir(dir);
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if (this->presets)
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stringlist_free(&this->presets);
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}
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static void createPreset(struct EGL_PostProcess * this)
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{
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DEBUG_INFO("Create preset: %s", this->presetEdit);
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this->activePreset = stringlist_push(this->presets, strdup(this->presetEdit));
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}
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static bool presetsUI(struct EGL_PostProcess * this)
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{
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if (!this->presets)
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return false;
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bool redraw = false;
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const char * active = "<none>";
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if (this->activePreset >= 0)
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active = stringlist_at(this->presets, this->activePreset);
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if (igBeginCombo("Preset name", active, 0))
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{
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for (unsigned i = 0; i < stringlist_count(this->presets); ++i)
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{
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bool selected = i == this->activePreset;
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if (igSelectableBool(stringlist_at(this->presets, i), selected, 0, (ImVec2) { 0.0f, 0.0f }))
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this->activePreset = i;
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if (selected)
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igSetItemDefaultFocus();
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}
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igEndCombo();
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}
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if (igButton("Load preset", (ImVec2) { 0.0f, 0.0f }) && this->activePreset >= 0)
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DEBUG_INFO("Loading preset: %s", stringlist_at(this->presets, this->activePreset));
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igSameLine(0.0f, -1.0f);
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if (igButton("Save preset", (ImVec2) { 0.0f, 0.0f }) && this->activePreset >= 0)
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DEBUG_INFO("Saving preset: %s", stringlist_at(this->presets, this->activePreset));
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if (igIsItemHovered(ImGuiHoveredFlags_None) && this->activePreset >= 0)
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igSetTooltip("This will overwrite the preset named: %s",
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stringlist_at(this->presets, this->activePreset));
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igSameLine(0.0f, -1.0f);
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if (igButton("Create preset", (ImVec2) { 0.0f, 0.0f }))
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{
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this->presetEdit[0] = '\0';
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igOpenPopup("Create preset", ImGuiPopupFlags_None);
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}
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if (igBeginPopupModal("Create preset", NULL, ImGuiWindowFlags_AlwaysAutoResize))
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{
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igText("Enter a name for the new preset:");
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if (!igIsAnyItemActive())
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igSetKeyboardFocusHere(0);
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if (igInputText("##name", this->presetEdit, sizeof(this->presetEdit),
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ImGuiInputTextFlags_EnterReturnsTrue, NULL, NULL))
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{
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createPreset(this);
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igCloseCurrentPopup();
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}
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if (igButton("Create", (ImVec2) { 0.0f, 0.0f }))
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{
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createPreset(this);
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igCloseCurrentPopup();
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}
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igSameLine(0.0f, -1.0f);
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if (igButton("Cancel", (ImVec2) { 0.0f, 0.0f }))
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igCloseCurrentPopup();
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igEndPopup();
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}
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return redraw;
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}
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static void drawDropTarget(void)
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{
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igPushStyleColorVec4(ImGuiCol_Separator, (ImVec4) { 1.0f, 1.0f, 0.0f, 1.0f });
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igSeparator();
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igPopStyleColor(1);
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}
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static void configUI(void * opaque, int * id)
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{
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struct EGL_PostProcess * this = opaque;
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bool redraw = false;
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redraw |= presetsUI(this);
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static size_t mouseIdx = -1;
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static bool moving = false;
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static size_t moveIdx = 0;
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bool doMove = false;
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ImVec2 window, pos;
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igGetWindowPos(&window);
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igGetMousePos(&pos);
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EGL_Filter ** filters = vector_data(&this->filters);
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size_t count = vector_size(&this->filters);
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for (size_t i = 0; i < count; ++i)
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{
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EGL_Filter * filter = filters[i];
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if (moving && mouseIdx < moveIdx && i == mouseIdx)
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drawDropTarget();
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igPushIDPtr(filter);
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bool draw = igCollapsingHeaderBoolPtr(filter->ops.name, NULL, 0);
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if (igIsItemHovered(ImGuiHoveredFlags_AllowWhenBlockedByActiveItem))
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mouseIdx = i;
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bool active = igIsItemActive();
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if (draw)
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redraw |= egl_filterImguiConfig(filter);
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igPopID();
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if (moving)
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{
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if (!igIsMouseDragging(ImGuiMouseButton_Left, -1.0f))
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{
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moving = false;
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doMove = true;
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}
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}
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else
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if (active && igIsMouseDragging(ImGuiMouseButton_Left, -1.0f))
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{
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moveIdx = mouseIdx;
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moving = true;
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}
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if (moving && mouseIdx > moveIdx && i == mouseIdx)
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drawDropTarget();
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}
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if (moving)
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{
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igSetMouseCursor(ImGuiMouseCursor_Hand);
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igSetTooltip(filters[moveIdx]->ops.name);
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}
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if (doMove)
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{
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EGL_Filter * tmp = filters[moveIdx];
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if (mouseIdx > moveIdx) // moving down
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memmove(filters + moveIdx, filters + moveIdx + 1, (mouseIdx - moveIdx) * sizeof(EGL_Filter *));
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else // moving up
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memmove(filters + mouseIdx + 1, filters + mouseIdx, (moveIdx - mouseIdx) * sizeof(EGL_Filter *));
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filters[mouseIdx] = tmp;
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}
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if (redraw)
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{
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atomic_store(&this->modified, true);
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app_invalidateWindow(false);
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}
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}
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bool egl_postProcessInit(EGL_PostProcess ** pp)
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{
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EGL_PostProcess * this = calloc(1, sizeof(*this));
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if (!this)
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{
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DEBUG_ERROR("Failed to allocate memory");
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return false;
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}
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if (!vector_create(&this->filters, sizeof(EGL_Filter *), ARRAY_LENGTH(EGL_Filters)))
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{
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DEBUG_ERROR("Failed to allocate the filter list");
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goto error_this;
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}
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if (!egl_modelInit(&this->model))
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{
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DEBUG_ERROR("Failed to initialize the model");
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goto error_filters;
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}
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egl_modelSetDefault(this->model, false);
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loadPresetList(this);
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app_overlayConfigRegisterTab("EGL Filters", configUI, this);
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*pp = this;
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return true;
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error_filters:
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vector_destroy(&this->filters);
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error_this:
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free(this);
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return false;
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}
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void egl_postProcessFree(EGL_PostProcess ** pp)
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{
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if (!*pp)
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return;
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EGL_PostProcess * this = *pp;
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EGL_Filter ** filter;
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vector_forEachRef(filter, &this->filters)
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egl_filterFree(filter);
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vector_destroy(&this->filters);
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free(this->presetDir);
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if (this->presets)
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stringlist_free(&this->presets);
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egl_modelFree(&this->model);
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free(this);
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*pp = NULL;
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}
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bool egl_postProcessAdd(EGL_PostProcess * this, const EGL_FilterOps * ops)
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{
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EGL_Filter * filter;
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if (!egl_filterInit(ops, &filter))
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return false;
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vector_push(&this->filters, &filter);
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return true;
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}
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bool egl_postProcessConfigModified(EGL_PostProcess * this)
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{
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return atomic_load(&this->modified);
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}
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bool egl_postProcessRun(EGL_PostProcess * this, EGL_Texture * tex,
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unsigned int targetX, unsigned int targetY)
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{
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EGL_Filter * lastFilter = NULL;
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unsigned int sizeX, sizeY;
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GLuint texture;
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if (egl_textureGet(tex, &texture, &sizeX, &sizeY) != EGL_TEX_STATUS_OK)
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return false;
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atomic_store(&this->modified, false);
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EGL_Filter * filter;
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vector_forEach(filter, &this->filters)
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{
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egl_filterSetOutputResHint(filter, targetX, targetY);
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egl_filterSetup(filter, tex->format.pixFmt, sizeX, sizeY);
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if (!egl_filterPrepare(filter))
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continue;
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texture = egl_filterRun(filter, this->model, texture);
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egl_filterGetOutputRes(filter, &sizeX, &sizeY);
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if (lastFilter)
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egl_filterRelease(lastFilter);
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lastFilter = filter;
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}
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this->output = texture;
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this->outputX = sizeX;
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this->outputY = sizeY;
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return true;
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}
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GLuint egl_postProcessGetOutput(EGL_PostProcess * this,
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unsigned int * outputX, unsigned int * outputY)
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{
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*outputX = this->outputX;
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*outputY = this->outputY;
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return this->output;
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}
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