librashader/librashader-presets/src/parse/preset.rs

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use crate::parse::value::Value;
use crate::{WrapMode, FilterMode, Parameter, Preset, Scale2D, Scaling, ShaderConfig, TextureConfig};
use crate::parse::remove_if;
pub fn resolve_values(mut values: Vec<Value>) -> Preset {
let textures: Vec<TextureConfig> = values.drain_filter(|f| matches!(*f, Value::Texture { .. }))
.map(|value| {
if let Value::Texture { name, filter_mode, wrap_mode, mipmap, path } = value {
TextureConfig {
name,
path,
wrap_mode,
filter_mode,
mipmap
}
} else {
unreachable!("values should all be of type Texture")
}
}).collect();
let parameters: Vec<Parameter> = values.drain_filter(|f| matches!(*f, Value::Parameter { .. })).map(|value| {
if let Value::Parameter(name, value) = value {
Parameter {
name,
value
}
} else {
unreachable!("values should be all of type parameters")
}
}).collect();
let mut shaders = Vec::new();
let shader_count = remove_if(&mut values, |v| {
matches!(*v, Value::ShaderCount(_))
})
.map(|value| if let Value::ShaderCount(count) = value { count } else { unreachable!("value should be of type shader_count") })
.unwrap_or(0);
let feedback_pass = remove_if(&mut values, |v| {
matches!(*v, Value::FeedbackPass(_))
})
.map(|value| if let Value::FeedbackPass(pass) = value { pass } else { unreachable!("value should be of type feedback_pass") })
.unwrap_or(0);
for shader in 0..shader_count {
if let Some(Value::Shader(id, name)) = remove_if(&mut values, |v| matches!(*v, Value::Shader(shader_index, _) if shader_index == shader)) {
let shader_values: Vec<Value> = values.drain_filter(|v| v.shader_index() == Some(shader)).collect();
let scale_type = shader_values.iter().find_map(|f| match f {
Value::ScaleType(_, value) => Some(*value),
_ => None
});
let mut scale_type_x = shader_values.iter().find_map(|f| match f {
Value::ScaleType(_, value) => Some(*value),
_ => None
});
let mut scale_type_y = shader_values.iter().find_map(|f| match f {
Value::ScaleType(_, value) => Some(*value),
_ => None
});
if scale_type.is_some() {
// scale takes priority
// https://github.com/libretro/RetroArch/blob/fcbd72dbf3579eb31721fbbf0d89a139834bcce9/gfx/video_shader_parse.c#L310
scale_type_x = scale_type;
scale_type_y = scale_type;
}
let scale_valid = scale_type_x.is_some() || scale_type_y.is_some();
let scale = shader_values.iter().find_map(|f| match f {
Value::Scale(_, value) => Some(*value),
_ => None
});
let mut scale_x = shader_values.iter().find_map(|f| match f {
Value::ScaleX(_, value) => Some(*value),
_ => None
});
let mut scale_y = shader_values.iter().find_map(|f| match f {
Value::ScaleY(_, value) => Some(*value),
_ => None
});
if scale.is_some() {
// scale takes priority
// https://github.com/libretro/RetroArch/blob/fcbd72dbf3579eb31721fbbf0d89a139834bcce9/gfx/video_shader_parse.c#L310
scale_x = scale;
scale_y = scale;
}
let shader = ShaderConfig {
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id,
name,
alias: shader_values.iter().find_map(|f| match f {
Value::Alias(_, value) => Some(value.to_string()),
_ => None
}),
filter: shader_values.iter().find_map(|f| match f {
Value::FilterMode(_, value) => Some(*value),
_ => None
}).unwrap_or_default(),
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wrap_mode: shader_values.iter().find_map(|f| match f {
Value::WrapMode(_, value) => Some(*value),
_ => None
}).unwrap_or_default(),
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frame_count_mod: shader_values.iter().find_map(|f| match f {
Value::FrameCountMod(_, value) => Some(*value),
_ => None
}).unwrap_or(0),
srgb_framebuffer: shader_values.iter().find_map(|f| match f {
Value::SrgbFramebuffer(_, value) => Some(*value),
_ => None
}).unwrap_or(false),
float_framebuffer: shader_values.iter().find_map(|f| match f {
Value::FloatFramebuffer(_, value) => Some(*value),
_ => None
}).unwrap_or(false),
mipmap_input: shader_values.iter().find_map(|f| match f {
Value::MipmapInput(_, value) => Some(*value),
_ => None
}).unwrap_or(false),
scaling: Scale2D {
valid: scale_valid,
x: Scaling { scale_type: scale_type_x.unwrap_or_default(), factor: scale_x.unwrap_or_default() },
y: Scaling { scale_type: scale_type_y.unwrap_or_default(), factor: scale_y.unwrap_or_default() }
}
};
shaders.push(shader)
}
}
Preset {
shader_count,
feedback_pass,
shaders,
textures,
parameters
}
}