presets: allow unbalanced quotes
This commit is contained in:
parent
31235971db
commit
b4b22237e2
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@ -1,3 +1,4 @@
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use std::ops::RangeFrom;
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use crate::error::ParsePresetError;
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use crate::parse::Span;
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use nom::branch::alt;
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@ -8,10 +9,7 @@ use nom::combinator::{eof, map_res, value};
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use nom::error::{ErrorKind, ParseError};
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use nom::sequence::delimited;
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use nom::{
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bytes::complete::tag, character::complete::multispace0, IResult, InputIter, InputLength,
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InputTake,
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};
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use nom::{bytes::complete::tag, character::complete::multispace0, IResult, InputIter, InputLength, InputTake, Parser, Slice, AsChar};
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#[derive(Debug)]
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pub struct Token<'a> {
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@ -52,9 +50,23 @@ fn parse_assignment(input: Span) -> IResult<Span, ()> {
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Ok((input, ()))
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}
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fn unbalanced_quote<I>(input: I) -> IResult<I, ()>
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where I: Slice<RangeFrom<usize>> + InputIter + InputLength,
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<I as InputIter>::Item: AsChar,
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I: Copy
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{
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if let Ok((input, _)) = eof::<_, ()>(input) {
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Ok((input, ()))
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} else {
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let (input, _) = char('"')(input)?;
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Ok((input, ()))
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}
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}
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fn extract_from_quotes(input: Span) -> IResult<Span, Span> {
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let (input, between) = delimited(char('"'), is_not("\""), char('"'))(input)?;
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let (input, _) = whitespace(input)?;
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// Allow unbalanced quotes because some presets just leave an open quote.
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let (input, between) = delimited(char('"'), is_not("\""), unbalanced_quote)(input)?;
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let (input, _) = opt_whitespace(input)?;
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let (input, _) = eof(input)?;
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Ok((input, between))
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}
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@ -71,7 +83,7 @@ fn single_comment(i: Span) -> IResult<Span, Span> {
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)(i)
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}
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fn whitespace(i: Span) -> IResult<Span, ()> {
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fn opt_whitespace(i: Span) -> IResult<Span, ()> {
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value(
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(), // Output is thrown away.
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multispace0,
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@ -108,7 +120,7 @@ fn parse_tokens(mut span: Span) -> IResult<Span, Vec<Token>> {
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let mut values = Vec::new();
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while !span.is_empty() {
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// important to munch whitespace first.
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if let Ok((input, _)) = whitespace(span) {
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if let Ok((input, _)) = opt_whitespace(span) {
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span = input;
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}
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// handle references before comments because comments can start with #
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@ -163,549 +175,4 @@ mod test {
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single_comment("// Define textures to be used by the different passes\ntetx=n".into());
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eprintln!("{parsed:?}")
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}
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#[test]
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fn parses_key_value_line() {
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let parsed = do_lex(TEST3);
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eprintln!("{parsed:#?}")
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}
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// todo: fix
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const TEST2: &str = r#"
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// Color Correction with Dogway's awesome Grade shader
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// Grade is after Afterglow so that brightening the black level does not break the afterglow
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shader9 = ../../shaders/dogway/hsm-grade.slang
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"#;
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const TEST: &str = r#"
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#reference "../../alt"
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shaders = 54
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shader0 = ../../shaders/base/add-params-all.slang
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alias0 = "CorePass" # hello
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shader1 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-x.slang
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filter_linear1 = false
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scale_type_x1 = absolute
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scale_x1 = 640
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scale_type_y1 = viewport
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scaley0 = 1.0
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wrap_mode1 = "clamp_to_edge"
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shader2 = ../../shaders/hyllian/cubic/hsm-drez-b-spline-y.slang
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filter_linear2 = false
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scale_type2 = absolute
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scale_x2 = 640
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scale_y2 = 480
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wrap_mode2 = "clamp_to_edge"
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alias2 = "DerezedPass"
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shader3 = ../../shaders/base/add-negative-crop-area.slang
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filter_linear3 = false
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mipmap_input3 = false
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srgb_framebuffer3 = true
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scale_type3 = source
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scale_x3 = 1
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scale_y3 = 1
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alias3 = "NegativeCropAddedPass"
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shader4 = ../../shaders/base/cache-info-all-params.slang
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filter_linear4 = false
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scale_type4 = source
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scale4 = 1.0
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alias4 = "InfoCachePass"
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shader5 = ../../shaders/base/text-std.slang
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filter_linear5 = false
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float_framebuffer5 = true
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scale_type5 = source
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scale5 = 1.0
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alias5 = "TextPass"
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shader6 = ../../shaders/base/intro.slang
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filter_linear6 = false
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float_framebuffer6 = true
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scale_type6 = source
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scale6 = 1.0
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alias6 = "IntroPass"
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shader7 = ../../shaders/dedither/dedither-gamma-prep-1-before.slang
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alias7 = LinearGamma
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shader8 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass1.slang
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shader9 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass2.slang
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shader10 = ../../shaders/hyllian/checkerboard-dedither/checkerboard-dedither-pass3.slang
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alias10 = "PreMdaptPass"
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// De-Dithering - Mdapt
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shader11 = ../../shaders/mdapt/hsm-mdapt-pass0.slang
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shader12 = ../../shaders/mdapt/hsm-mdapt-pass1.slang
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shader13 = ../../shaders/mdapt/hsm-mdapt-pass2.slang
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shader14 = ../../shaders/mdapt/hsm-mdapt-pass3.slang
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shader15 = ../../shaders/mdapt/hsm-mdapt-pass4.slang
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shader16 = ../../shaders/dedither/dedither-gamma-prep-2-after.slang
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shader17 = ../../shaders/ps1dither/hsm-PS1-Undither-BoxBlur.slang
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shader18 = ../../shaders/guest/extras/hsm-sharpsmoother.slang
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shader19 = ../../shaders/base/stock.slang
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alias19 = refpass
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shader20 = ../../shaders/scalefx/hsm-scalefx-pass0.slang
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filter_linear20 = false
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scale_type20 = source
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scale20 = 1.0
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float_framebuffer20 = true
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alias20 = scalefx_pass0
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shader21 = ../../shaders/scalefx/hsm-scalefx-pass1.slang
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filter_linear21 = false
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scale_type21 = source
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scale21 = 1.0
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float_framebuffer12 = true
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shader22 = ../../shaders/scalefx/hsm-scalefx-pass2.slang
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filter_linear22 = false
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scale_type22 = source
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scale22 = 1.0
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shader23 = ../../shaders/scalefx/hsm-scalefx-pass3.slang
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filter_linear23 = false
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scale_type23 = source
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scale23 = 1.0
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shader24 = ../../shaders/scalefx/hsm-scalefx-pass4.slang
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filter_linear24 = false
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scale_type24 = source
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scale24 = 3
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shader25 = ../../shaders/base/stock.slang
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alias25 = "PreCRTPass"
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shader26 = ../../shaders/guest/hsm-afterglow0.slang
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filter_linear26 = true
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scale_type26 = source
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scale26 = 1.0
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alias26 = "AfterglowPass"
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shader27 = ../../shaders/guest/hsm-pre-shaders-afterglow.slang
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filter_linear27 = true
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scale_type27 = source
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mipmap_input27 = true
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scale27 = 1.0
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// Color Correction with Dogway's awesome Grade shader
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// Grade is after Afterglow so that brightening the black level does not break the afterglow
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shader28 = ../../shaders/dogway/hsm-grade.slang
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filter_linear28 = true
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scale_type28 = source
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scale28 = 1.0
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shader29 = ../../shaders/base/stock.slang
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alias29 = "PrePass0"
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shader30 = ../../shaders/guest/ntsc/hsm-ntsc-pass1.slang
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filter_linear30 = false
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float_framebuffer30 = true
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scale_type_x30 = source
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scale_type_y30 = source
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scale_x30 = 4.0
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scale_y30 = 1.0
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frame_count_mod30 = 2
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alias30 = NPass1
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shader31 = ../../shaders/guest/ntsc/hsm-ntsc-pass2.slang
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float_framebuffer31 = true
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filter_linear31 = true
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scale_type31 = source
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scale_x31 = 0.5
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scale_y31 = 1.0
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shader32 = ../../shaders/guest/ntsc/hsm-ntsc-pass3.slang
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filter_linear32 = true
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scale_type32 = source
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scale_x32 = 1.0
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scale_y32 = 1.0
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shader33 = ../../shaders/guest/hsm-custom-fast-sharpen.slang
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filter_linear33 = true
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scale_type33 = source
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scale_x33 = 1.0
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scale_y33 = 1.0
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shader34 = ../../shaders/base/stock.slang
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filter_linear34 = true
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scale_type34 = source
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scale_x34 = 1.0
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scale_y34 = 1.0
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alias34 = "PrePass"
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mipmap_input34 = true
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shader35 = ../../shaders/guest/hsm-avg-lum.slang
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filter_linear35 = true
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scale_type35 = source
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scale35 = 1.0
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mipmap_input35 = true
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alias35 = "AvgLumPass"
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// Pass referenced by subsequent blurring passes and crt pass
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shader36 = ../../shaders/guest/hsm-interlace-and-linearize.slang
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filter_linear36 = true
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scale_type36 = source
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scale36 = 1.0
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float_framebuffer36 = true
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alias36 = "LinearizePass"
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shader37 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass1.slang
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filter_linear37 = true
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scale_type_x37 = viewport
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scale_x37 = 1.0
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scale_type_y37 = source
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scale_y37 = 1.0
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float_framebuffer37 = true
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alias37 = Pass1
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shader38 = ../../shaders/guest/hsm-gaussian_horizontal.slang
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filter_linear38 = true
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scale_type_x38 = absolute
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scale_x38 = 640.0
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scale_type_y38 = source
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scale_y38 = 1.0
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float_framebuffer38 = true
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shader39 = ../../shaders/guest/hsm-gaussian_vertical.slang
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filter_linear39 = true
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scale_type_x39 = absolute
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scale_x39 = 640.0
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scale_type_y39 = absolute
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scale_y39 = 480.0
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float_framebuffer39 = true
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alias39 = GlowPass
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shader40 = ../../shaders/guest/hsm-bloom_horizontal.slang
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filter_linear40 = true
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scale_type_x40 = absolute
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scale_x40 = 640.0
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scale_type_y40 = absolute
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scale_y40 = 480.0
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float_framebuffer40 = true
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shader41 = ../../shaders/guest/hsm-bloom_vertical.slang
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filter_linear41 = true
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scale_type_x41 = absolute
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scale_x41 = 640.0
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scale_type_y41 = absolute
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scale_y41 = 480.0
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float_framebuffer41 = true
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alias41 = BloomPass
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shader42 = ../../shaders/guest/hsm-crt-guest-advanced-ntsc-pass2.slang
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filter_linear42 = true
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float_framebuffer42 = true
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scale_type42 = viewport
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scale_x42 = 1.0
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scale_y42 = 1.0
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shader43 = ../../shaders/guest/hsm-deconvergence.slang
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filter_linear43 = true
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scale_type43 = viewport
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scale_x43 = 1.0
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scale_y43 = 1.0
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shader44 = ../../shaders/base/post-crt-prep-image-layers.slang
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alias44 = "MBZ_PostCRTPass"
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// Reduce Resolution ----------------------------------------------------------------
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// Reduce the resolution to a small static size regardless of final resolution
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// Allows consistent look and faster at different final resolutions for blur
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// Mipmap option allows downscaling without artifacts
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shader45 = ../../shaders/base/linearize-crt.slang
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mipmap_input45 = true
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filter_linear45 = true
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scale_type45 = absolute
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// scale_x45 = 480
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// scale_y45 = 270
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// scale_x45 = 960
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// scale_y45 = 540
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scale_x45 = 800
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scale_y45 = 600
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alias45 = "BR_MirrorLowResPass"
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// Add Blur for the Reflection (Horizontal) ----------------------------------------------------------------
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shader46 = ../../shaders/base/blur-outside-screen-horiz.slang
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mipmap_input46 = true
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filter_linear46 = true
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// Add Blur for the Reflection (Vertical) ----------------------------------------------------------------
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shader47 = ../../shaders/base/blur-outside-screen-vert.slang
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filter_linear47 = true
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alias47 = "BR_MirrorBlurredPass"
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// Reduce resolution ----------------------------------------------------------------
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// Reduced to a very small amount so we can create a blur which will create a glow from the screen
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// Mipmap option allows smoother downscaling
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shader48 = ../../../../blurs/shaders/royale/blur9x9.slang
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mipmap_input48 = true
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filter_linear48 = true
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scale_type48 = absolute
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scale_x48 = 128
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scale_y48 = 128
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alias48 = "BR_MirrorReflectionDiffusedPass"
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// Add Diffused glow all around the screen ----------------------------------------------------------------
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// Blurred so much that it's non directional
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// Mipmap option allows downscaling without artifacts
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shader49 = ../../../../blurs/shaders/royale/blur9x9.slang
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mipmap_input49 = true
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filter_linear49 = true
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scale_type49 = absolute
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scale_x49 = 12
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scale_y49 = 12
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alias49 = "BR_MirrorFullscreenGlowPass"
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// Bezel Reflection ----------------------------------------------------------------
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shader50 = ../../shaders/base/reflection.slang
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scale_type50 = viewport
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float_framebuffer50 = true
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alias50 = "BR_CRTAndReflectionPass"
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// Bezel Generation & Composite of Image Layers ----------------------------------------------------------------
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shader51 = ../../shaders/base/bezel-images-under-crt.slang
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filter_linear51 = true
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scale_type51 = viewport
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float_framebuffer51 = true
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alias51 = "BR_LayersUnderCRTPass"
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shader52 = ../../shaders/base/bezel-images-over-crt.slang
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filter_linear52 = true
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scale_type52 = viewport
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float_framebuffer52 = true
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alias52 = "BR_LayersOverCRTPass"
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// Combine Passes ----------------------------------------------------------------
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shader53 = ../../shaders/base/combine-passes.slang
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scale_type53 = viewport
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alias53 = "CombinePass"
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// Define textures to be used by the different passes
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textures = "SamplerLUT1;SamplerLUT2;SamplerLUT3;SamplerLUT4;IntroImage;ScreenPlacementImage;TubeDiffuseImage;TubeColoredGelImage;TubeShadowImage;TubeStaticReflectionImage;BackgroundImage;BackgroundVertImage;ReflectionMaskImage;FrameTextureImage;CabinetGlassImage;DeviceImage;DeviceVertImage;DeviceLEDImage;DecalImage;NightLightingImage;NightLighting2Image;LEDImage;TopLayerImage;"
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SamplerLUT1 = ../../shaders/guest/lut/trinitron-lut.png
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SamplerLUT1_linear = true
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SamplerLUT2 = ../../shaders/guest/lut/inv-trinitron-lut.png
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SamplerLUT2_linear = true
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SamplerLUT3 = ../../shaders/guest/lut/nec-lut.png
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SamplerLUT3_linear = true
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SamplerLUT4 = ../../shaders/guest/lut/ntsc-lut.png
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SamplerLUT4_linear = true
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IntroImage = ../../shaders/textures/IntroImage_MegaBezelLogo.png
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IntroImage_linear = true
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IntroImage_mipmap = 1
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ScreenPlacementImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
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ScreenPlacementImage_linear = false
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TubeDiffuseImage = ../../shaders/textures/Tube_Diffuse_2390x1792.png
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TubeDiffuseImage_linear = true
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TubeDiffuseImage_mipmap = 1
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TubeColoredGelImage = ../../shaders/textures/Colored_Gel_Rainbow.png
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TubeColoredGelImage_linear = true
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TubeColoredGelImage_mipmap = 1
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TubeShadowImage = ../../shaders/textures/Tube_Shadow_1600x1200.png
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TubeShadowImage_linear = true
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TubeShadowImage_mipmap = 1
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TubeStaticReflectionImage = ../../shaders/textures/TubeGlassOverlayImageCropped_1440x1080.png
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TubeStaticReflectionImage_linear = true
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TubeStaticReflectionImage_mipmap = 1
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ReflectionMaskImage = ../../shaders/textures/Placeholder_White_16x16.png
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ReflectionMaskImage_linear = true
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ReflectionMaskImage_mipmap = 1
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FrameTextureImage = ../../shaders/textures/FrameTexture_2800x2120.png
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FrameTextureImage_linear = true
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FrameTextureImage_mipmap = 1
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BackgroundImage = ../../shaders/textures/BackgroundImage_Carbon_3840x2160.png
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BackgroundImage_linear = true
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BackgroundImage_mipmap = 1
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BackgroundVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
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BackgroundVertImage_linear = true
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BackgroundVertImage_mipmap = 1
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CabinetGlassImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
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CabinetGlassImage_linear = true
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CabinetGlassImage_mipmap = 1
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||||
|
||||
DeviceImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
|
||||
DeviceImage_linear = true
|
||||
DeviceImage_mipmap = 1
|
||||
|
||||
DeviceVertImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
|
||||
DeviceVertImage_linear = true
|
||||
DeviceVertImage_mipmap = 1
|
||||
|
||||
DeviceLEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
|
||||
DeviceLEDImage_linear = true
|
||||
DeviceLEDImage_mipmap = 1
|
||||
|
||||
DecalImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
|
||||
DecalImage_linear = true
|
||||
DecalImage_mipmap = 1
|
||||
|
||||
NightLightingImage = ../../shaders/textures/NightLightingClose_1920x1080.png
|
||||
NightLightingImage_linear = true
|
||||
NightLightingImage_mipmap = 1
|
||||
|
||||
NightLighting2Image = ../../shaders/textures/NightLightingFar_1920x1080.png
|
||||
NightLighting2Image_linear = true
|
||||
NightLighting2Image_mipmap = 1
|
||||
|
||||
LEDImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
|
||||
LEDImage_linear = true
|
||||
LEDImage_mipmap = 1
|
||||
|
||||
TopLayerImage = ../../shaders/textures/Placeholder_Transparent_16x16.png
|
||||
TopLayerImage_linear = true
|
||||
TopLayerImage_mipmap = 1
|
||||
|
||||
// Use for matching vanilla GDV-Advanced
|
||||
// HSM_ASPECT_RATIO_MODE = 6
|
||||
// HSM_CURVATURE_MODE = 0
|
||||
|
||||
// SMOOTH-ADV
|
||||
HSM_DEDITHER_MODE = 1
|
||||
|
||||
HSM_SCALEFX_ON = 1
|
||||
|
||||
HSM_CORE_RES_SAMPLING_MULT_SCANLINE_DIR = 300
|
||||
HSM_CORE_RES_SAMPLING_MULT_OPPOSITE_DIR = 125
|
||||
HSM_DOWNSAMPLE_BLUR_SCANLINE_DIR = 0
|
||||
HSM_DOWNSAMPLE_BLUR_OPPOSITE_DIR = 0
|
||||
|
||||
ntsc_scale = 0.4
|
||||
|
||||
shadowMask = 3
|
||||
|
||||
// NTSC Parameters
|
||||
GAMMA_INPUT = 2.0
|
||||
gamma_out = 1.95
|
||||
|
||||
// DREZ Parameters
|
||||
SHARPEN = 0"#;
|
||||
|
||||
const TEST3: &str = r#"// DUIMON MEGA BEZEL GRAPHICS AND PRESETS | https://duimon.github.io/Gallery-Guides/ | duimonmb@gmail.com
|
||||
// SOME RIGHTS RESERVED - RELEASED UNDER CC BY NC ND LICENSE https://creativecommons.org/licenses/by-nc-nd/4.0/deed
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// PRESET START
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// SHADER :: CONNECTOR | Interface to Mega Bezel Presets folders.
|
||||
// Edit the target file in the following reference to globally define the base preset.
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
#reference "../../../zzz_global_params/Base_Shader/ADV_Bezel.slangp"
|
||||
|
||||
// SHADER :: CONNECTOR :: LOCAL OVERRIDES | Interface to specific base presets.
|
||||
// Comment out the top reference line and uncomment the following reference line to locally define the base preset.
|
||||
// Keep in mind that some of the base presets use Integer Scale and may yield unexpected results. (e.g. Megatron)
|
||||
|
||||
//#reference "../../../zzz_global_params/Local_Shader/ADV_06.slangp"
|
||||
|
||||
// "ADV_06" matches the default "MBZ__1__ADV__GDV.slangp".
|
||||
// Replace the "06" with any from the following list.
|
||||
// 01. SMOOTH-ADV__GDV 08. ADV__GDV-MINI-NTSC
|
||||
// 02. SMOOTH-ADV__GDV-NTSC 09. ADV__GDV-NTSC
|
||||
// 03. SMOOTH-ADV__MEGATRON 10. ADV__MEGATRON
|
||||
// 04. SMOOTH-ADV__MEGATRON-NTSC 11. ADV__MEGATRON-NTSC
|
||||
// 05. ADV__EASYMODE 12. ADV-RESHADE-FX__GDV
|
||||
// 06. ADV__GDV 13. ADV-SUPER-XBR__GDV
|
||||
// 07. ADV__GDV-MINI 14. ADV-SUPER-XBR__GDV-NTSC
|
||||
|
||||
// INTRO | Intro animation
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// ON
|
||||
#reference "../../../zzz_global_params/Intro/on.params"
|
||||
// ON - No Image
|
||||
//#reference "../../../zzz_global_params/Intro/on_no_image.params"
|
||||
// ON - Default Mega Bezel intro
|
||||
//#reference "../../../zzz_global_params/Intro/on_default.params"
|
||||
// OFF
|
||||
//#reference "../../../zzz_global_params/Intro/off.params"
|
||||
|
||||
// DEVICE | Screen/Monitor/CRT/TV settings
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// DEVICE :: BASE
|
||||
#reference "../../../res/bezel/Nintendo_GBA/bezel.params"
|
||||
|
||||
// DEVICE :: SCALING
|
||||
#reference "../../../res/scale/Nintendo_GBA/bezel.params"
|
||||
|
||||
// DEVICE :: CRT
|
||||
#reference "../../../res/crt/Nintendo_GBA/bezel.params"
|
||||
|
||||
// IMAGE LAYERS
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
#reference "../../../res/layers/Nintendo_GBA/bezel.params"
|
||||
|
||||
// HSV :: Hue, Saturation, and Value parameters
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// GRAPHICS OVERRIDES | Overrides for Image layers, scaling, etc
|
||||
// that are not related to Guest's shader. (Three examples are provided)
|
||||
// These are intended for [Bezel] versions and the following reference should be left commented out for others.
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// GRAPHICS :: OVERRIDES
|
||||
//#reference "../../../res/overrides/batocera.params"
|
||||
//#reference "../../../res/overrides/batocera_nocurve.params"
|
||||
//#reference "../../../res/overrides/batocera_hud.params"
|
||||
|
||||
// GLOBAL GRAPHICS :: OVERRIDES
|
||||
// The user can edit the "user.params" to globally change the presets.
|
||||
// These are for the bezel, frame, and other graphic attributes.
|
||||
// Examples are included in the params file and commented out.
|
||||
// These are also intended for [Bezel] versions and the following reference should be left commented out for others.
|
||||
#reference "../../../zzz_global_params/Graphics/user.params"
|
||||
|
||||
// The following is restricted to the [Custom-Bezel_002] presets.
|
||||
// One example is included in the params file and commented out.
|
||||
//#reference "../../../zzz_global_params/Graphics/user2.params"
|
||||
|
||||
// SHADER OVERRIDES | Place *.params references to Guest derivatives here.
|
||||
// (Make sure you are using ADV__GDV, STD__GDV, or POTATO__GDV base presets for variations on the Guest shader.)
|
||||
// Two examples were kindly provided by guest.r. ;-)
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
|
||||
// SHADER :: OVERRIDES
|
||||
//#reference "../../../res/overrides_shader/guest_custom_aperture.params"
|
||||
//#reference "../../../res/overrides_shader/guest_custom_slotmask.params"
|
||||
|
||||
// GLOBAL SHADER :: OVERRIDES
|
||||
// The user can edit the target params file to globally change the presets.
|
||||
// To use community params that require another base preset, change the global base reference to match.
|
||||
// Examples are included in the params file and commented out.
|
||||
// Separate folders let users change global settings on each of the sets.
|
||||
// These are intentionally commented out for LCD-GRID presets.
|
||||
//#reference "../../../zzz_global_params/Shader/ADV/user_Bezel.params"
|
||||
//#reference "../../../zzz_global_params/Shader/ADV_DREZ/user_Bezel.params"
|
||||
//#reference "../../../zzz_global_params/Shader/STD/user_Bezel.params"
|
||||
//#reference "../../../zzz_global_params/Shader/STD_DREZ/user_Bezel.params"
|
||||
//#reference "../../../zzz_global_params/Shader/LITE/user_Bezel.params"
|
||||
|
||||
// AMBIENT LIGHTING
|
||||
//#reference "../../../res/lighting/night.params"
|
||||
|
||||
// PRESET END
|
||||
// ----------------------------------------------------------------------------------------------------------------
|
||||
"#;
|
||||
}
|
||||
|
|
|
@ -250,6 +250,7 @@ pub fn parse_values(
|
|||
// load depth first, so all child tokens are first.
|
||||
// Later tokens take precedence.
|
||||
all_tokens.push((root_path.as_path(), tokens));
|
||||
|
||||
// collect all possible parameter names.
|
||||
let mut parameter_names: Vec<&str> = Vec::new();
|
||||
for (_, tokens) in all_tokens.iter_mut() {
|
||||
|
@ -529,6 +530,7 @@ pub fn parse_values(
|
|||
param_val,
|
||||
));
|
||||
}
|
||||
|
||||
// very last resort, assume undeclared texture (must have extension)
|
||||
else if Path::new(token.value.fragment()).extension().is_some()
|
||||
&& ["_mipmap", "_linear", "_wrap_mode", "_repeat_mode"]
|
||||
|
|
|
@ -3,7 +3,7 @@ use librashader_presets::ShaderPreset;
|
|||
|
||||
#[test]
|
||||
fn parses_all_slang_presets() {
|
||||
for entry in glob("../test/slang-shaders/**/*.slangp").unwrap() {
|
||||
for entry in glob("../test/shaders_slang/**/*.slangp").unwrap() {
|
||||
if let Ok(path) = entry {
|
||||
if let Err(e) = ShaderPreset::try_parse(&path) {
|
||||
println!("Could not parse {}: {:?}", path.display(), e)
|
||||
|
@ -14,9 +14,8 @@ fn parses_all_slang_presets() {
|
|||
|
||||
#[test]
|
||||
fn parses_problematic() {
|
||||
for entry in glob("../test/slang-shaders/crt/crt-hyllian-sinc-glow.slangp").unwrap() {
|
||||
if let Ok(path) = entry {
|
||||
ShaderPreset::try_parse(&path).expect(&format!("Failed to parse {}", path.display()));
|
||||
}
|
||||
}
|
||||
let path = "../test/Mega_Bezel_Packs/Duimon-Mega-Bezel/Presets/Advanced/Nintendo_NDS_DREZ/NDS-[DREZ]-[Native]-[ADV]-[Guest]-[Night].slangp";
|
||||
ShaderPreset::try_parse(path)
|
||||
.expect(&format!("Failed to parse {}", path));
|
||||
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue