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Overlay the user Shaders/ over the shared one to avoid copying files
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@ -253,27 +253,26 @@ bool DolphinApp::OnInit()
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//TODO : detect the revision and upgrade where necessary
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File::CopyDir(std::string(SHARED_USER_DIR GAMECONFIG_DIR DIR_SEP),
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File::GetUserPath(D_GAMECONFIG_IDX));
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File::CopyDir(std::string(SHARED_USER_DIR SHADERS_DIR DIR_SEP),
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File::GetUserPath(D_SHADERS_IDX));
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File::CopyDir(std::string(SHARED_USER_DIR WII_USER_DIR DIR_SEP),
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File::GetUserPath(D_WIIUSER_IDX));
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File::CopyDir(std::string(SHARED_USER_DIR OPENCL_DIR DIR_SEP),
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File::GetUserPath(D_OPENCL_IDX));
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File::CreateFullPath(File::GetUserPath(D_USER_IDX));
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File::CreateFullPath(File::GetUserPath(D_CONFIG_IDX));
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File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX));
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File::CreateFullPath(File::GetUserPath(D_CACHE_IDX));
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File::CreateFullPath(File::GetUserPath(D_CONFIG_IDX));
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File::CreateFullPath(File::GetUserPath(D_DUMPDSP_IDX));
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File::CreateFullPath(File::GetUserPath(D_DUMPTEXTURES_IDX));
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File::CreateFullPath(File::GetUserPath(D_HIRESTEXTURES_IDX));
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File::CreateFullPath(File::GetUserPath(D_SCREENSHOTS_IDX));
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File::CreateFullPath(File::GetUserPath(D_STATESAVES_IDX));
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File::CreateFullPath(File::GetUserPath(D_MAILLOGS_IDX));
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File::CreateFullPath(File::GetUserPath(D_MAPS_IDX));
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File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX));
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File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX) + USA_DIR DIR_SEP);
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File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX) + EUR_DIR DIR_SEP);
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File::CreateFullPath(File::GetUserPath(D_GCUSER_IDX) + JAP_DIR DIR_SEP);
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File::CreateFullPath(File::GetUserPath(D_HIRESTEXTURES_IDX));
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File::CreateFullPath(File::GetUserPath(D_MAILLOGS_IDX));
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File::CreateFullPath(File::GetUserPath(D_MAPS_IDX));
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File::CreateFullPath(File::GetUserPath(D_SCREENSHOTS_IDX));
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File::CreateFullPath(File::GetUserPath(D_SHADERS_IDX));
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File::CreateFullPath(File::GetUserPath(D_STATESAVES_IDX));
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LogManager::Init();
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SConfig::Init();
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@ -2,6 +2,7 @@
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// Licensed under GPLv2
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// Refer to the license.txt file included.
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#include "CommonPaths.h"
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#include "FileUtil.h"
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#include "VideoCommon.h"
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#include "VideoConfig.h"
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@ -150,7 +151,12 @@ void ApplyShader()
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// loading shader code
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std::string code;
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std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".txt";
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std::string path = File::GetUserPath(D_SHADERS_IDX) + g_ActiveConfig.sPostProcessingShader + ".glsl";
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if (!File::Exists(path))
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{
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// Fallback to shared user dir
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path = File::GetSysDirectory() + SHADERS_DIR DIR_SEP + g_ActiveConfig.sPostProcessingShader + ".glsl";
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}
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if(!File::ReadFileToString(true, path.c_str(), code)) {
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ERROR_LOG(VIDEO, "Post-processing shader not found: %s", path.c_str());
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return;
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@ -38,6 +38,7 @@ Make AA apply instantly during gameplay if possible
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#include "Globals.h"
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#include "Atomic.h"
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#include "CommonPaths.h"
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#include "Thread.h"
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#include "LogManager.h"
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@ -102,25 +103,37 @@ std::string VideoBackend::GetDisplayName()
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void GetShaders(std::vector<std::string> &shaders)
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{
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std::set<std::string> already_found;
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shaders.clear();
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if (File::IsDirectory(File::GetUserPath(D_SHADERS_IDX)))
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static const std::string directories[] = {
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File::GetUserPath(D_SHADERS_IDX),
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File::GetSysDirectory() + SHADERS_DIR DIR_SEP,
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};
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for (size_t i = 0; i < ArraySize(directories); ++i)
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{
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if (!File::IsDirectory(directories[i]))
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continue;
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File::FSTEntry entry;
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File::ScanDirectoryTree(File::GetUserPath(D_SHADERS_IDX), entry);
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for (u32 i = 0; i < entry.children.size(); i++)
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File::ScanDirectoryTree(directories[i], entry);
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for (u32 j = 0; j < entry.children.size(); j++)
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{
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std::string name = entry.children[i].virtualName.c_str();
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if (!strcasecmp(name.substr(name.size() - 4).c_str(), ".txt")) {
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name = name.substr(0, name.size() - 4);
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shaders.push_back(name);
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}
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std::string name = entry.children[j].virtualName.c_str();
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if (name.size() < 5)
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continue;
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if (strcasecmp(name.substr(name.size() - 5).c_str(), ".glsl"))
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continue;
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name = name.substr(0, name.size() - 5);
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if (already_found.find(name) != already_found.end())
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continue;
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already_found.insert(name);
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shaders.push_back(name);
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}
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std::sort(shaders.begin(), shaders.end());
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}
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else
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{
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File::CreateDir(File::GetUserPath(D_SHADERS_IDX).c_str());
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}
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std::sort(shaders.begin(), shaders.end());
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}
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void InitBackendInfo()
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