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// Copyright 2026 Dolphin Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#include "DolphinQt/Config/ShaderOverrideWidget.h"
#include <algorithm>
#include <unordered_map>
#include <QColor>
#include <QCursor>
#include <QHBoxLayout>
#include <QLabel>
#include <QListWidget>
#include <QMenu>
#include <QPushButton>
#include <QStringList>
#include <QVBoxLayout>
#include "DolphinQt/Config/ShaderOverrideAddEditDialog.h"
#include "DolphinQt/Debugger/ShaderHunterWidget.h"
#include "DolphinQt/QtUtils/NonDefaultQPushButton.h"
#include "DolphinQt/Settings.h"
#include "VideoCommon/ElementsGroupManager.h"
#include "VideoCommon/ShaderHunter.h"
#include "VideoCommon/TextureElementManager.h"
ShaderOverrideWidget::ShaderOverrideWidget(std::string game_id, std::optional<u16> revision)
: m_game_id(std::move(game_id)), m_revision(revision)
{
CreateWidgets();
ConnectWidgets();
LoadOverrides();
}
ShaderOverrideWidget::~ShaderOverrideWidget() = default;
void ShaderOverrideWidget::CreateWidgets()
{
m_code_list = new QListWidget;
m_code_list->setContextMenuPolicy(Qt::CustomContextMenu);
auto* info_label = new QLabel(
tr("Shader overrides control how individual shaders are handled.\n"
"Use Add/Edit to create overrides manually, or add them from the Shader Hunter tool.\n"
"Handling: Skip = hide, Screen = world-fixed, Head Locked = follows head,\n"
"Fullscreen = no VR.\n"
"Units per Meter = temporary per-shader VR scale override.\n"
"Flag = detect shader presence to conditionally enable other overrides.\n"
"Clear EFB = clear the next EFB copy to transparent (removes post-processing effects)."));
info_label->setWordWrap(true);
m_code_add = new NonDefaultQPushButton(tr("&Add Override"));
m_code_edit = new NonDefaultQPushButton(tr("&Edit Override"));
m_code_edit->setEnabled(false);
m_code_remove = new NonDefaultQPushButton(tr("&Remove Override"));
m_code_remove->setEnabled(false);
m_code_refresh = new NonDefaultQPushButton(tr("Re&fresh List"));
m_code_reload = new NonDefaultQPushButton(tr("Reload &Shaders"));
m_shader_hunter = new NonDefaultQPushButton(tr("Shader Hunter"));
auto* button_layout = new QHBoxLayout;
button_layout->addWidget(m_shader_hunter);
button_layout->addWidget(m_code_add);
button_layout->addWidget(m_code_edit);
button_layout->addWidget(m_code_remove);
button_layout->addStretch();
button_layout->addWidget(m_code_refresh);
button_layout->addWidget(m_code_reload);
auto* layout = new QVBoxLayout{this};
layout->addWidget(info_label);
layout->addWidget(m_code_list);
layout->addLayout(button_layout);
}
void ShaderOverrideWidget::ConnectWidgets()
{
connect(m_code_list, &QListWidget::itemChanged, this, &ShaderOverrideWidget::OnItemChanged);
connect(m_code_list, &QListWidget::itemSelectionChanged, this,
&ShaderOverrideWidget::OnSelectionChanged);
connect(m_code_list, &QListWidget::customContextMenuRequested, this,
&ShaderOverrideWidget::OnContextMenuRequested);
connect(m_code_add, &QPushButton::clicked, this, &ShaderOverrideWidget::OnAddClicked);
connect(m_code_edit, &QPushButton::clicked, this, &ShaderOverrideWidget::OnEditClicked);
connect(m_code_remove, &QPushButton::clicked, this, &ShaderOverrideWidget::OnRemoveClicked);
connect(m_code_refresh, &QPushButton::clicked, this, &ShaderOverrideWidget::OnRefreshClicked);
connect(m_code_reload, &QPushButton::clicked, this, &ShaderOverrideWidget::OnReloadClicked);
connect(&Settings::Instance(), &Settings::ShaderOverridesChanged, this,
[this] { LoadOverrides(); });
connect(m_shader_hunter, &QPushButton::clicked, this, [this] {
if (m_shader_hunter_widget)
{
m_shader_hunter_widget->show();
m_shader_hunter_widget->raise();
m_shader_hunter_widget->activateWindow();
return;
}
m_shader_hunter_widget = new ShaderHunterWidget(this);
m_shader_hunter_widget->setAttribute(Qt::WA_DeleteOnClose, true);
connect(m_shader_hunter_widget, &ShaderHunterWidget::OverridesChanged, this,
[this] { LoadOverrides(); });
m_shader_hunter_widget->show();
connect(m_shader_hunter_widget, &QObject::destroyed, this,
[this] { m_shader_hunter_widget = nullptr; });
});
}
void ShaderOverrideWidget::LoadOverrides()
{
m_overrides = ShaderHunter::LoadOverridesFromINI(m_game_id, m_revision);
m_code_list->setEnabled(!m_game_id.empty());
m_code_remove->setEnabled(false);
m_code_edit->setEnabled(false);
UpdateList();
}
void ShaderOverrideWidget::SaveOverrides()
{
ShaderHunter::SaveOverridesToINI(m_game_id, m_overrides);
}
void ShaderOverrideWidget::UpdateList()
{
// Block signals to prevent itemChanged → SaveOverrides() during list construction.
const QSignalBlocker blocker(m_code_list);
m_code_list->clear();
struct HandlingHashKey
{
int handling = 0;
u64 hash = 0;
bool operator==(const HandlingHashKey& other) const
{
return handling == other.handling && hash == other.hash;
}
};
struct HandlingHashKeyHasher
{
size_t operator()(const HandlingHashKey& key) const noexcept
{
return std::hash<u64>{}(key.hash) ^ (std::hash<int>{}(key.handling) << 1);
}
};
std::unordered_map<u64, size_t> hash_counts;
std::unordered_map<HandlingHashKey, size_t, HandlingHashKeyHasher> handling_hash_counts;
hash_counts.reserve(m_overrides.size());
handling_hash_counts.reserve(m_overrides.size());
for (const auto& ovr : m_overrides)
{
++hash_counts[ovr.hash];
++handling_hash_counts[{static_cast<int>(ovr.handling), ovr.hash}];
}
for (size_t idx = 0; idx < m_overrides.size(); ++idx)
{
const auto& ovr = m_overrides[idx];
const char* type_str = ovr.type == ShaderHunter::ShaderType::Vertex ? "VS" :
ovr.type == ShaderHunter::ShaderType::Geometry ? "GS" :
"PS";
const char* handling_str = ovr.handling == ShaderHunter::HandlingType::Screen ? "screen" :
ovr.handling == ShaderHunter::HandlingType::Fullscreen ||
ovr.handling == ShaderHunter::HandlingType::FullscreenMono ?
"fullscreen" :
ovr.handling == ShaderHunter::HandlingType::HeadLocked ? "headlocked" :
ovr.handling == ShaderHunter::HandlingType::Flag ? "flag" :
ovr.handling == ShaderHunter::HandlingType::UnitsPerMeter ?
"units_per_meter" :
ovr.handling == ShaderHunter::HandlingType::Passthrough ?
"passthrough" :
ovr.handling == ShaderHunter::HandlingType::CameraAnchor ?
"camera_anchor" :
ovr.handling == ShaderHunter::HandlingType::ControllerAnchor ?
"controller_anchor" :
"skip";
QString label;
if (ovr.handling == ShaderHunter::HandlingType::Flag)
{
label = QStringLiteral("%1 [%2 %3] (flag -> '%4')")
.arg(QString::fromStdString(ovr.name))
.arg(QString::fromLatin1(type_str))
.arg(ovr.hash, 16, 16, QLatin1Char('0'))
.arg(QString::fromStdString(ovr.flag_group));
}
else if (!ovr.flag_group.empty())
{
// Non-Flag override that also sets a flag
label = QStringLiteral("%1 [%2 %3] (%4, flag -> '%5')")
.arg(QString::fromStdString(ovr.name))
.arg(QString::fromLatin1(type_str))
.arg(ovr.hash, 16, 16, QLatin1Char('0'))
.arg(QString::fromLatin1(handling_str))
.arg(QString::fromStdString(ovr.flag_group));
}
else
{
label = QStringLiteral("%1 [%2 %3] (%4)")
.arg(QString::fromStdString(ovr.name))
.arg(QString::fromLatin1(type_str))
.arg(ovr.hash, 16, 16, QLatin1Char('0'))
.arg(QString::fromLatin1(handling_str));
}
if (ovr.handling == ShaderHunter::HandlingType::Screen ||
ovr.handling == ShaderHunter::HandlingType::HeadLocked)
{
if (ovr.element_depth >= 0.0f)
label += QStringLiteral(" D%1").arg(ovr.element_depth, 0, 'f', 4);
}
else if (ovr.handling == ShaderHunter::HandlingType::UnitsPerMeter && ovr.units_per_meter > 0.0f)
{
label += QStringLiteral(" UPM%1").arg(ovr.units_per_meter, 0, 'f', 2);
}
else if (ovr.handling == ShaderHunter::HandlingType::Passthrough)
{
label += QStringLiteral(" O%1").arg(ovr.passthrough_opacity, 0, 'f', 2);
}
else if (ovr.handling == ShaderHunter::HandlingType::CameraAnchor)
{
if (ovr.anchor_rotation != ShaderHunter::AnchorRotationMode::Off)
{
label += ovr.anchor_rotation == ShaderHunter::AnchorRotationMode::Full ?
QStringLiteral(" rot:full") :
QStringLiteral(" rot:yaw");
}
if (ovr.anchor_units_per_meter > 0.0f)
label += QStringLiteral(" UPM%1").arg(ovr.anchor_units_per_meter, 0, 'f', 2);
if (ovr.anchor_hide)
label += QStringLiteral(" hidden");
}
if (ovr.hash_family_match)
{
label += QStringLiteral(" family");
// Pre-v2 VS/GS family signatures were raw-UID CRC32s; they still match via the exact-hash
// fallback but break on the next shader-generator update.
if (ovr.family_version < ShaderHunter::FAMILY_SCHEME_VERSION &&
ovr.type != ShaderHunter::ShaderType::Pixel && ovr.family_signature != 0)
{
label += tr(" [legacy - re-capture to survive shader updates]");
}
}
if (!ovr.texture_hashes.empty())
{
QStringList texture_hashes;
for (u64 texture_hash : ovr.texture_hashes)
{
texture_hashes.append(
QString::number(texture_hash, 16).rightJustified(16, QLatin1Char('0')));
}
label += QStringLiteral(" tex(%1):%2")
.arg(ovr.texture_hashes_excluded ? QStringLiteral("exclude") :
QStringLiteral("include"))
.arg(texture_hashes.join(QStringLiteral(",")));
}
if (!ovr.condition_flag.empty())
{
const QString condition_text = ovr.condition_inverted ?
QStringLiteral("[when not '%1']").arg(
QString::fromStdString(ovr.condition_flag)) :
QStringLiteral("[when '%1']").arg(
QString::fromStdString(ovr.condition_flag));
label = QStringLiteral(" \u2514 ") + label + QStringLiteral(" ") + condition_text;
}
const bool has_duplicate_handling_hash =
handling_hash_counts[{static_cast<int>(ovr.handling), ovr.hash}] > 1;
const bool has_duplicate_hash = hash_counts[ovr.hash] > 1;
const bool has_hash_only_duplicate = has_duplicate_hash && !has_duplicate_handling_hash;
if (has_duplicate_handling_hash)
label += QStringLiteral(" [DUPLICATE HANDLING+HASH]");
else if (has_hash_only_duplicate)
label += QStringLiteral(" [DUPLICATE HASH]");
auto* item = new QListWidgetItem(label);
item->setFlags(Qt::ItemIsEnabled | Qt::ItemIsSelectable | Qt::ItemIsUserCheckable);
item->setCheckState(ovr.enabled ? Qt::Checked : Qt::Unchecked);
item->setData(Qt::UserRole, static_cast<int>(idx));
if (has_duplicate_handling_hash)
{
item->setForeground(QColor(220, 85, 85));
item->setToolTip(
tr("Duplicate Handling+Hash: another override in this list has the same handling mode and hash."));
}
else if (has_hash_only_duplicate)
{
item->setForeground(QColor(214, 160, 0));
item->setToolTip(
tr("Duplicate Hash: another override in this list has the same hash but a different shader "
"type."));
}
m_code_list->addItem(item);
}
}
void ShaderOverrideWidget::OnItemChanged(QListWidgetItem* item)
{
const int idx = item->data(Qt::UserRole).toInt();
if (idx < 0 || idx >= static_cast<int>(m_overrides.size()))
return;
m_overrides[idx].enabled = (item->checkState() == Qt::Checked);
SaveOverrides();
ShaderHunter::GetInstance().LoadOverrides(m_game_id);
}
void ShaderOverrideWidget::OnSelectionChanged()
{
const auto items = m_code_list->selectedItems();
const bool has_selection = !items.empty();
m_code_remove->setEnabled(has_selection);
m_code_edit->setEnabled(has_selection);
}
void ShaderOverrideWidget::OnContextMenuRequested()
{
QMenu menu;
menu.addAction(tr("Sort Alphabetically"), this, &ShaderOverrideWidget::SortAlphabetically);
menu.addAction(tr("Show Enabled Codes First"), this,
&ShaderOverrideWidget::SortEnabledCodesFirst);
menu.addAction(tr("Show Disabled Codes First"), this,
&ShaderOverrideWidget::SortDisabledCodesFirst);
menu.exec(QCursor::pos());
}
void ShaderOverrideWidget::SortAlphabetically()
{
m_code_list->sortItems();
OnListReordered();
}
void ShaderOverrideWidget::SortEnabledCodesFirst()
{
std::ranges::stable_partition(m_overrides, std::identity{},
&ShaderHunter::ShaderOverride::enabled);
UpdateList();
SaveOverrides();
ShaderHunter::GetInstance().LoadOverrides(m_game_id);
}
void ShaderOverrideWidget::SortDisabledCodesFirst()
{
std::ranges::stable_partition(m_overrides, std::logical_not{},
&ShaderHunter::ShaderOverride::enabled);
UpdateList();
SaveOverrides();
ShaderHunter::GetInstance().LoadOverrides(m_game_id);
}
void ShaderOverrideWidget::OnListReordered()
{
std::vector<ShaderHunter::ShaderOverride> overrides;
overrides.reserve(m_overrides.size());
for (int i = 0; i < m_code_list->count(); ++i)
{
const int index = m_code_list->item(i)->data(Qt::UserRole).toInt();
overrides.push_back(std::move(m_overrides[index]));
}
m_overrides = std::move(overrides);
UpdateList();
SaveOverrides();
ShaderHunter::GetInstance().LoadOverrides(m_game_id);
}
std::vector<std::string> ShaderOverrideWidget::CollectAvailableFlags() const
{
std::vector<std::string> flags;
const auto append_flag = [&flags](const std::string& flag) {
if (!flag.empty() && std::find(flags.begin(), flags.end(), flag) == flags.end())
flags.push_back(flag);
};
for (const auto& ovr : m_overrides)
append_flag(ovr.flag_group);
for (const auto& entry : ElementsGroupManager::LoadOverridesFromINI(m_game_id, m_revision))
append_flag(entry.flag_group);
for (const auto& entry : TextureElementManager::LoadOverridesFromINI(m_game_id, m_revision))
append_flag(entry.flag_group);
std::sort(flags.begin(), flags.end());
return flags;
}
void ShaderOverrideWidget::OnAddClicked()
{
ShaderOverrideAddEditDialog dialog(this, nullptr, CollectAvailableFlags());
if (dialog.exec() != QDialog::Accepted)
return;
m_overrides.push_back(dialog.GetResult());
SaveOverrides();
UpdateList();
ShaderHunter::GetInstance().LoadOverrides(m_game_id);
}
void ShaderOverrideWidget::OnEditClicked()
{
const auto items = m_code_list->selectedItems();
if (items.empty())
return;
const int idx = items[0]->data(Qt::UserRole).toInt();
if (idx < 0 || idx >= static_cast<int>(m_overrides.size()))
return;
ShaderOverrideAddEditDialog dialog(this, &m_overrides[idx], CollectAvailableFlags());
if (dialog.exec() != QDialog::Accepted)
return;
auto result = dialog.GetResult();
result.enabled = m_overrides[idx].enabled; // Preserve enabled state
m_overrides[idx] = result;
SaveOverrides();
UpdateList();
ShaderHunter::GetInstance().LoadOverrides(m_game_id);
}
void ShaderOverrideWidget::OnRemoveClicked()
{
const auto items = m_code_list->selectedItems();
if (items.empty())
return;
const int idx = items[0]->data(Qt::UserRole).toInt();
if (idx < 0 || idx >= static_cast<int>(m_overrides.size()))
return;
m_overrides.erase(m_overrides.begin() + idx);
SaveOverrides();
UpdateList();
ShaderHunter::GetInstance().LoadOverrides(m_game_id);
m_code_remove->setEnabled(false);
m_code_edit->setEnabled(false);
}
void ShaderOverrideWidget::OnRefreshClicked()
{
// Re-read overrides from the INI file and refresh the list display
LoadOverrides();
}
void ShaderOverrideWidget::OnReloadClicked()
{
// Force the runtime ShaderHunter to reload overrides from the INI,
// so enabled/disabled changes take effect in the running game without restarting.
auto& hunter = ShaderHunter::GetInstance();
hunter.LoadOverrides(m_game_id);
}