// Copyright 2017 Dolphin Emulator Project // Licensed under GPLv2+ // Refer to the license.txt file included. #include "VideoCommon/ShaderGenCommon.h" #include "Common/CommonPaths.h" #include "Common/FileUtil.h" #include "Core/ConfigManager.h" ShaderHostConfig ShaderHostConfig::GetCurrent() { ShaderHostConfig bits = {}; bits.msaa = g_ActiveConfig.iMultisamples > 1; bits.ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA && g_ActiveConfig.backend_info.bSupportsSSAA; bits.stereo = g_ActiveConfig.stereo_mode != StereoMode::Off; bits.wireframe = g_ActiveConfig.bWireFrame; bits.per_pixel_lighting = g_ActiveConfig.bEnablePixelLighting; bits.vertex_rounding = g_ActiveConfig.UseVertexRounding(); bits.fast_depth_calc = g_ActiveConfig.bFastDepthCalc; bits.bounding_box = g_ActiveConfig.bBBoxEnable; bits.backend_dual_source_blend = g_ActiveConfig.backend_info.bSupportsDualSourceBlend; bits.backend_geometry_shaders = g_ActiveConfig.backend_info.bSupportsGeometryShaders; bits.backend_early_z = g_ActiveConfig.backend_info.bSupportsEarlyZ; bits.backend_bbox = g_ActiveConfig.backend_info.bSupportsBBox; bits.backend_gs_instancing = g_ActiveConfig.backend_info.bSupportsGSInstancing; bits.backend_clip_control = g_ActiveConfig.backend_info.bSupportsClipControl; bits.backend_ssaa = g_ActiveConfig.backend_info.bSupportsSSAA; bits.backend_atomics = g_ActiveConfig.backend_info.bSupportsFragmentStoresAndAtomics; bits.backend_depth_clamp = g_ActiveConfig.backend_info.bSupportsDepthClamp; bits.backend_reversed_depth_range = g_ActiveConfig.backend_info.bSupportsReversedDepthRange; bits.backend_bitfield = g_ActiveConfig.backend_info.bSupportsBitfield; bits.backend_dynamic_sampler_indexing = g_ActiveConfig.backend_info.bSupportsDynamicSamplerIndexing; bits.backend_shader_framebuffer_fetch = g_ActiveConfig.backend_info.bSupportsFramebufferFetch; return bits; } std::string GetDiskShaderCacheFileName(APIType api_type, const char* type, bool include_gameid, bool include_host_config, bool include_api) { if (!File::Exists(File::GetUserPath(D_SHADERCACHE_IDX))) File::CreateDir(File::GetUserPath(D_SHADERCACHE_IDX)); std::string filename = File::GetUserPath(D_SHADERCACHE_IDX); if (include_api) { switch (api_type) { case APIType::D3D: filename += "D3D"; break; case APIType::OpenGL: filename += "OpenGL"; break; case APIType::Vulkan: filename += "Vulkan"; break; default: break; } filename += '-'; } filename += type; if (include_gameid) { filename += '-'; filename += SConfig::GetInstance().GetGameID(); } if (include_host_config) { // We're using 21 bits, so 6 hex characters. ShaderHostConfig host_config = ShaderHostConfig::GetCurrent(); filename += StringFromFormat("-%06X", host_config.bits); } filename += ".cache"; return filename; }