Overlay the user Shaders/ over the shared one to avoid copying files

This commit is contained in:
Pierre Bourdon 2013-09-12 02:40:17 +02:00
parent 6bdb6585d6
commit e7213ca4b1
46 changed files with 41 additions and 23 deletions

View File

@ -253,27 +253,26 @@ bool DolphinApp::OnInit()
//TODO : detect the revision and upgrade where necessary
File::CopyDir(std::string(SHARED_USER_DIR GAMECONFIG_DIR DIR_SEP),
File::GetUserPath(D_GAMECONFIG_IDX));
File::CopyDir(std::string(SHARED_USER_DIR SHADERS_DIR DIR_SEP),
File::GetUserPath(D_SHADERS_IDX));
File::CopyDir(std::string(SHARED_USER_DIR WII_USER_DIR DIR_SEP),
File::GetUserPath(D_WIIUSER_IDX));
File::CopyDir(std::string(SHARED_USER_DIR OPENCL_DIR DIR_SEP),
File::GetUserPath(D_OPENCL_IDX));
File::CreateFullPath(File::GetUserPath(D_USER_IDX));
File::CreateFullPath(File::GetUserPath(D_CONFIG_IDX));
File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX));
File::CreateFullPath(File::GetUserPath(D_CACHE_IDX));
File::CreateFullPath(File::GetUserPath(D_CONFIG_IDX));
File::CreateFullPath(File::GetUserPath(D_DUMPDSP_IDX));
File::CreateFullPath(File::GetUserPath(D_DUMPTEXTURES_IDX));
File::CreateFullPath(File::GetUserPath(D_HIRESTEXTURES_IDX));
File::CreateFullPath(File::GetUserPath(D_SCREENSHOTS_IDX));
File::CreateFullPath(File::GetUserPath(D_STATESAVES_IDX));
File::CreateFullPath(File::GetUserPath(D_MAILLOGS_IDX));
File::CreateFullPath(File::GetUserPath(D_MAPS_IDX));
File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX));
File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX) + USA_DIR DIR_SEP);
File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX) + EUR_DIR DIR_SEP);
File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX) + JAP_DIR DIR_SEP);
File::CreateFullPath(File::GetUserPath(D_HIRESTEXTURES_IDX));
File::CreateFullPath(File::GetUserPath(D_MAILLOGS_IDX));
File::CreateFullPath(File::GetUserPath(D_MAPS_IDX));
File::CreateFullPath(File::GetUserPath(D_SCREENSHOTS_IDX));
File::CreateFullPath(File::GetUserPath(D_SHADERS_IDX));
File::CreateFullPath(File::GetUserPath(D_STATESAVES_IDX));
LogManager::Init();
SConfig::Init();

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@ -2,6 +2,7 @@
// Licensed under GPLv2
// Refer to the license.txt file included.
#include "CommonPaths.h"
#include "FileUtil.h"
#include "VideoCommon.h"
#include "VideoConfig.h"
@ -150,7 +151,12 @@ void ApplyShader()
// loading shader code
std::string code;
std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".txt";
std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".glsl";
if (!File::Exists(path))
{
// Fallback to shared user dir
path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + g_ActiveConfig.sPostProcessingShader + ".glsl";
}
if(!File::ReadFileToString(true, path.c_str(), code)) {
ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str());
return;

View File

@ -38,6 +38,7 @@ Make AA apply instantly during gameplay if possible
#include "Globals.h"
#include "Atomic.h"
#include "CommonPaths.h"
#include "Thread.h"
#include "LogManager.h"
@ -102,25 +103,37 @@ std::string VideoBackend::GetDisplayName()
void GetShaders(std::vector<std::string> &shaders)
{
std::set<std::string> already_found;
shaders.clear();
if (File::IsDirectory(File::GetUserPath(D_SHADERS_IDX)))
static const std::string directories[] = {
File::GetUserPath(D_SHADERS_IDX),
File::GetSysDirectory() + SHADERS_DIR DIR_SEP,
};
for (size_t i = 0; i < ArraySize(directories); ++i)
{
if (!File::IsDirectory(directories[i]))
continue;
File::FSTEntry entry;
File::ScanDirectoryTree(File::GetUserPath(D_SHADERS_IDX), entry);
for (u32 i = 0; i < entry.children.size(); i++)
File::ScanDirectoryTree(directories[i], entry);
for (u32 j = 0; j < entry.children.size(); j++)
{
std::string name = entry.children[i].virtualName.c_str();
if (!strcasecmp(name.substr(name.size() - 4).c_str(), ".txt")) {
name = name.substr(0, name.size() - 4);
shaders.push_back(name);
}
std::string name = entry.children[j].virtualName.c_str();
if (name.size() < 5)
continue;
if (strcasecmp(name.substr(name.size() - 5).c_str(), ".glsl"))
continue;
name = name.substr(0, name.size() - 5);
if (already_found.find(name) != already_found.end())
continue;
already_found.insert(name);
shaders.push_back(name);
}
std::sort(shaders.begin(), shaders.end());
}
else
{
File::CreateDir(File::GetUserPath(D_SHADERS_IDX).c_str());
}
std::sort(shaders.begin(), shaders.end());
}
void InitBackendInfo()