Android: Use JNI for getting post-processsing shaders
The Java implementation of getting the list of post-processing shaders only looked in the Sys folder and not the User folder. This could be fixed in the Java implementation, but it's simpler to just call the C++ implementation instead.
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ece3224715
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@ -0,0 +1,15 @@
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package org.dolphinemu.dolphinemu.features.settings.model;
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import androidx.annotation.NonNull;
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public class PostProcessing
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{
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@NonNull
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public static native String[] getShaderList();
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@NonNull
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public static native String[] getAnaglyphShaderList();
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@NonNull
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public static native String[] getPassiveShaderList();
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}
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@ -17,6 +17,7 @@ import org.dolphinemu.dolphinemu.features.settings.model.IntSetting;
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import org.dolphinemu.dolphinemu.features.settings.model.LegacyBooleanSetting;
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import org.dolphinemu.dolphinemu.features.settings.model.LegacyIntSetting;
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import org.dolphinemu.dolphinemu.features.settings.model.LegacyStringSetting;
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import org.dolphinemu.dolphinemu.features.settings.model.PostProcessing;
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import org.dolphinemu.dolphinemu.features.settings.model.Settings;
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import org.dolphinemu.dolphinemu.features.settings.model.StringSetting;
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import org.dolphinemu.dolphinemu.features.settings.model.WiimoteProfileStringSetting;
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@ -622,11 +623,17 @@ public final class SettingsFragmentPresenter
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int stereoModeValue = IntSetting.GFX_STEREO_MODE.getInt(mSettings);
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final int anaglyphMode = 3;
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String subDir = stereoModeValue == anaglyphMode ? "Anaglyph" : null;
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String[] shaderListEntries = getShaderList(subDir);
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String[] shaderListValues = new String[shaderListEntries.length];
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System.arraycopy(shaderListEntries, 0, shaderListValues, 0, shaderListEntries.length);
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String[] shaderList = stereoModeValue == anaglyphMode ?
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PostProcessing.getAnaglyphShaderList() : PostProcessing.getShaderList();
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String[] shaderListEntries = new String[shaderList.length + 1];
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shaderListEntries[0] = mContext.getString(R.string.off);
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System.arraycopy(shaderList, 0, shaderListEntries, 1, shaderList.length);
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String[] shaderListValues = new String[shaderList.length + 1];
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shaderListValues[0] = "";
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System.arraycopy(shaderList, 0, shaderListValues, 1, shaderList.length);
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sl.add(new StringSingleChoiceSetting(mContext, StringSetting.GFX_ENHANCE_POST_SHADER,
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R.string.post_processing_shader, 0, shaderListEntries, shaderListValues));
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@ -664,46 +671,6 @@ public final class SettingsFragmentPresenter
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}
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}
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private String[] getShaderList(String subDir)
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{
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try
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{
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String shadersPath =
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DirectoryInitialization.getDolphinInternalDirectory() + "/Shaders";
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if (!TextUtils.isEmpty(subDir))
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{
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shadersPath += "/" + subDir;
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}
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File file = new File(shadersPath);
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File[] shaderFiles = file.listFiles();
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if (shaderFiles != null)
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{
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String[] result = new String[shaderFiles.length + 1];
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result[0] = mView.getActivity().getString(R.string.off);
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for (int i = 0; i < shaderFiles.length; i++)
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{
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String name = shaderFiles[i].getName();
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int extensionIndex = name.indexOf(".glsl");
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if (extensionIndex > 0)
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{
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name = name.substring(0, extensionIndex);
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}
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result[i + 1] = name;
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}
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return result;
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}
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}
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catch (Exception ex)
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{
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Log.debug("[Settings] Unable to find shader files");
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// return empty list
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}
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return new String[]{};
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}
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private void addHackSettings(ArrayList<SettingsItem> sl)
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{
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sl.add(new HeaderSetting(mContext, R.string.embedded_frame_buffer, 0));
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@ -44,7 +44,7 @@ std::vector<std::string> JStringArrayToVector(JNIEnv* env, jobjectArray array)
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return result;
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}
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jobjectArray JStringArrayFromVector(JNIEnv* env, std::vector<std::string> vector)
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jobjectArray VectorToJStringArray(JNIEnv* env, std::vector<std::string> vector)
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{
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jobjectArray result = env->NewObjectArray(vector.size(), IDCache::GetStringClass(), nullptr);
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for (jsize i = 0; i < vector.size(); ++i)
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@ -145,7 +145,7 @@ std::vector<std::string> DoFileSearchAndroidContent(const std::string& directory
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JNIEnv* env = IDCache::GetEnvForThread();
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jobject result = env->CallStaticObjectMethod(
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IDCache::GetContentHandlerClass(), IDCache::GetContentHandlerDoFileSearch(),
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ToJString(env, directory), JStringArrayFromVector(env, extensions), recursive);
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ToJString(env, directory), VectorToJStringArray(env, extensions), recursive);
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return JStringArrayToVector(env, reinterpret_cast<jobjectArray>(result));
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}
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@ -12,7 +12,9 @@
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std::string GetJString(JNIEnv* env, jstring jstr);
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jstring ToJString(JNIEnv* env, const std::string& str);
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std::vector<std::string> JStringArrayToVector(JNIEnv* env, jobjectArray array);
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jobjectArray VectorToJStringArray(JNIEnv* env, std::vector<std::string> vector);
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// Returns true if the given path should be opened as Android content instead of a normal file.
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bool IsPathAndroidContent(const std::string& uri);
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@ -1,10 +1,11 @@
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add_library(main SHARED
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Config/NativeConfig.cpp
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Config/PostProcessing.cpp
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GameList/GameFile.cpp
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GameList/GameFile.h
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GameList/GameFileCache.cpp
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IniFile.cpp
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MainAndroid.cpp
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NativeConfig.cpp
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WiiUtils.cpp
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)
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@ -0,0 +1,35 @@
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// Copyright 2021 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <string>
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#include <vector>
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#include <jni.h>
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#include "VideoCommon/PostProcessing.cpp"
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#include "jni/AndroidCommon/AndroidCommon.h"
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extern "C" {
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JNIEXPORT jobjectArray JNICALL
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Java_org_dolphinemu_dolphinemu_features_settings_model_PostProcessing_getShaderList(JNIEnv* env,
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jclass)
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{
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return VectorToJStringArray(env, VideoCommon::PostProcessing::GetShaderList());
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}
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JNIEXPORT jobjectArray JNICALL
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Java_org_dolphinemu_dolphinemu_features_settings_model_PostProcessing_getAnaglyphShaderList(
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JNIEnv* env, jclass)
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{
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return VectorToJStringArray(env, VideoCommon::PostProcessing::GetAnaglyphShaderList());
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}
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JNIEXPORT jobjectArray JNICALL
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Java_org_dolphinemu_dolphinemu_features_settings_model_PostProcessing_getPassiveShaderList(
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JNIEnv* env, jclass)
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{
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return VectorToJStringArray(env, VideoCommon::PostProcessing::GetPassiveShaderList());
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}
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}
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