pcsx2/plugins/zzogl-pg/opengl/ZZoglShadersGLSL.cpp

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/* ZZ Open GL graphics plugin
* Copyright (c)2009 zeydlitz@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2006
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
*/
#if defined(GLSL_API) && !defined(GLSL4_API) // This code is only for GLSL API
// ZZogl Shader manipulation functions.
/*
* used cg calls:
* cgGLIsProfileSupported -- don't needed
* cgGetErrorString -- later
* cgGetLastListing -- later
* cgSetErrorHandler -- later
* cgCreateContext -- think that don't need
* cgGLEnableProfile -- don't need
* cgGLSetOptimalOptions -- don't need?
* cgGLSetManageTextureParameters -- what's this?
* cgCreateParameter -- don't need
* cgGLLoadProgram void LinkProgram(uint program)
* cgGetError -- later
* cgGLDisableProfile -- don't need
* cgGLSetParameter4fv
* cgGetNamedParameter
* cgGLEnableTextureParameter
* cgIsParameterUsed
* cgGLBindProgram void UseProgram(uint program)
* cgConnectParameter
* cgIsProgram bool IsProgram(uint program)
* cgCreateProgramFromFile
*/
//------------------- Includes
#include "Util.h"
#include "ZZoglShaders.h"
#include "zpipe.h"
#include <math.h>
#include <map>
#include <fcntl.h> // this for open(). Maybe linux-specific
#include <sys/mman.h> // and this for mmap
// ----------------- Defines
#define TEXWRAP_REPEAT 0
#define TEXWRAP_CLAMP 1
#define TEXWRAP_REGION_REPEAT 2
#define TEXWRAP_REPEAT_CLAMP 3
#ifdef DEVBUILD
# define UNIFORM_ERROR_LOG ZZLog::Error_Log
#else
# define UNIFORM_ERROR_LOG
#endif
// Set it to 0 to diable context usage, 1 -- to enable. FFX-1 have a strange issue with ClampExt.
#define NOCONTEXT 0
#define NUMBER_OF_SAMPLERS 11
#define MAX_SHADER_NAME_SIZE 25
#define MAX_UNIFORM_NAME_SIZE 20
#define DEFINE_STRING_SIZE 256
//------------------ Constants
// Used in a logarithmic Z-test, as (1-o(1))/log(MAX_U32).
const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
const static char* g_pTexTypes[] = { "32", "tex32", "clut32", "tex32to16", "tex16to8h" };
const static char* g_pShaders[4] = { "full", "reduced", "accurate", "accurate-reduced" };
// ----------------- Global Variables
ZZshContext g_cgcontext;
ZZshProfile cgvProf, cgfProf;
int g_nPixelShaderVer = 0; // default
u8* s_lpShaderResources = NULL;
ZZshShaderLink pvs[16] = {sZero}, g_vsprog = sZero, g_psprog = sZero; // 2 -- ZZ
ZZshParameter g_vparamPosXY[2] = {pZero}, g_fparamFogColor = pZero;
ZZshProgram ZZshMainProgram;
char* ZZshSource; // Shader's source data.
off_t ZZshSourceSize;
2014-04-18 21:20:37 +00:00
extern char EFFECT_NAME[256]; // All this variables used for testing and set manually
extern char EFFECT_DIR[256];
bool g_bCRTCBilinear = true;
float4 g_vdepth, vlogz;
FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne;
FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
FRAGMENTSHADER ppsCRTC[2], /*ppsCRTC24[2],*/ ppsCRTCTarg[2];
VERTEXSHADER pvsStore[16];
VERTEXSHADER pvsBitBlt;
inline bool LoadEffects();
extern bool s_bWriteDepth;
struct SHADERHEADER
{
unsigned int index, offset, size; // if highest bit of index is set, pixel shader
};
map<int, SHADERHEADER*> mapShaderResources;
// Debug variable, store name of the function that call the shader.
const char* ShaderCallerName = "";
const char* ShaderHandleName = "";
int NumActiveUniforms, NumGlobalUniforms;
ZZshParamInfo UniformsIndex[MAX_ACTIVE_UNIFORMS] = {qZero};
const char* ShaderNames[MAX_ACTIVE_SHADERS] = {""};
ZZshShaderType ShaderTypes[MAX_ACTIVE_SHADERS] = {ZZ_SH_NONE};
ZZshProgram CompiledPrograms[MAX_ACTIVE_SHADERS][MAX_ACTIVE_SHADERS] = {{0}};
const char* TextureUnits[NUMBER_OF_SAMPLERS] =
{"g_sMemory[0]", "g_sMemory[1]", "g_sSrcFinal", "g_sBitwiseANDX", "g_sBitwiseANDY", "g_sInterlace", \
"g_sCLUT", "g_sBlocks", "g_sBilinearBlocks", "g_sConv16to32", "g_sConv32to16"};
ZZshPARAMTYPE TextureTypes[NUMBER_OF_SAMPLERS] =
{ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, \
ZZ_TEXTURE_2D, ZZ_TEXTURE_2D, ZZ_TEXTURE_2D, ZZ_TEXTURE_2D, ZZ_TEXTURE_3D} ;
//------------------ Code
inline int GET_SHADER_INDEX(int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int context, int ps) {
return type + texfilter*NUM_TYPES + NUM_FILTERS*NUM_TYPES*texwrap + NUM_TEXWRAPS*NUM_FILTERS*NUM_TYPES*(fog+2*writedepth+4*testaem+8*exactcolor+16*context+32*ps) ;
}
// Nothing need to be done.
bool ZZshCheckProfilesSupport() {
return true;
}
// Error handler. Setup in ZZogl_Create once.
void HandleCgError(ZZshContext ctx, ZZshError err, void* appdata)
{/*
ZZLog::Error_Log("%s->%s: %s", ShaderCallerName, ShaderHandleName, cgGetErrorString(err));
const char* listing = cgGetLastListing(g_cgcontext);
if (listing != NULL)
ZZLog::Debug_Log(" last listing: %s", listing);
*/
}
float ZeroFloat4[4] = {0};
inline void SettleFloat(float* f, const float* v) {
f[0] = v[0];
f[1] = v[1];
f[2] = v[2];
f[3] = v[3];
}
inline ZZshParamInfo ParamInfo(const char* ShName, ZZshPARAMTYPE type, const float fvalue[], GLuint sampler, GLint texid, bool Constant, bool Settled) {
ZZshParamInfo x;
x.ShName = new char[MAX_UNIFORM_NAME_SIZE];
x.ShName = ShName;
x.type = type;
SettleFloat(x.fvalue, fvalue);
x.sampler = sampler;
x.texid = texid;
x.Constant = Constant;
x.Settled = Settled;
return x;
}
inline void SetGlobalUniform(ZZshParameter* param, const char* name) {
*param = NumActiveUniforms;
UniformsIndex[NumActiveUniforms] = ParamInfo(name, ZZ_FLOAT4, ZeroFloat4, -1, 0, false, false);
NumActiveUniforms++;
}
bool ZZshStartUsingShaders() {
ZZLog::Error_Log("Creating effects.");
B_G(LoadEffects(), return false);
if (!glCreateShader)
{
ZZLog::Error_Log("GLSL shaders is not supported, stop.");
return false;
}
// create a sample shader
clampInfo temp;
memset(&temp, 0, sizeof(temp));
temp.wms = 3; temp.wmt = 3;
g_nPixelShaderVer = 0;//SHADER_ACCURATE;
// test
bool bFailed;
FRAGMENTSHADER* pfrag = ZZshLoadShadeEffect(0, 1, 1, 1, 1, temp, 0, &bFailed);
if( bFailed || pfrag == NULL ) {
g_nPixelShaderVer = SHADER_ACCURATE|SHADER_REDUCED;
pfrag = ZZshLoadShadeEffect(0, 0, 1, 1, 0, temp, 0, &bFailed);
if( pfrag != NULL )
glLinkProgram(pfrag->Shader);
if( bFailed || pfrag == NULL || glGetError() != GL_NO_ERROR) {
g_nPixelShaderVer = SHADER_REDUCED;
ZZLog::Error_Log("Basic shader test failed.");
}
}
ZZshMainProgram = glCreateProgram();
NumActiveUniforms = 0;
SetGlobalUniform(&g_fparamFogColor, "g_fFogColor");
SetGlobalUniform(&g_vparamPosXY[0], "g_fPosXY[0]");
SetGlobalUniform(&g_vparamPosXY[1], NOCONTEXT?"g_fPosXY[1]":"g_fPosXY[0]");
NumGlobalUniforms = NumActiveUniforms;
if (g_nPixelShaderVer & SHADER_REDUCED)
conf.bilinear = 0;
ZZLog::Error_Log("Creating extra effects.");
B_G(ZZshLoadExtraEffects(), return false);
ZZLog::Error_Log("Using %s shaders.", g_pShaders[g_nPixelShaderVer]);
return true;
}
// open shader file according to build target
bool ZZshCreateOpenShadersFile() {
std::string ShaderFileName("plugins/ps2hw.glsl");
int ShaderFD = open(ShaderFileName.c_str(), O_RDONLY);
struct stat sb;
if ((ShaderFD == -1) || (fstat(ShaderFD, &sb) == -1)) {
// Each linux distributions have his rules for path so we give them the possibility to
// change it with compilation flags. -- Gregory
#ifdef GLSL_SHADER_DIR_COMPILATION
#define xGLSL_SHADER_DIR_str(s) GLSL_SHADER_DIR_str(s)
#define GLSL_SHADER_DIR_str(s) #s
ShaderFileName = string(xGLSL_SHADER_DIR_str(GLSL_SHADER_DIR_COMPILATION)) + "/ps2hw.glsl";
ShaderFD = open(ShaderFileName.c_str(), O_RDONLY);
#endif
if ((ShaderFD == -1) || (fstat(ShaderFD, &sb) == -1)) {
ZZLog::Error_Log("No source for %s: \n", ShaderFileName.c_str());
return false;
}
}
ZZshSourceSize = sb.st_size;
ZZshSource = (char*)mmap(NULL, sb.st_size, PROT_READ | PROT_WRITE, MAP_PRIVATE, ShaderFD, 0); // This function directly maped file into memory.
ZZshSource[ ZZshSourceSize - 1] = 0; // Made source null-terminated.
close(ShaderFD);
return true;
}
void ZZshExitCleaning() {
munmap(ZZshSource, ZZshSourceSize);
}
// Disable CG
void ZZshGLDisableProfile() { // This stop all other shader programs from running;
glUseProgram(0);
}
//Enable CG
void ZZshGLEnableProfile() {
}
//-------------------------------------------------------------------------------------
// The same function for texture, also to cgGLEnable
void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name) {
if (param > -1) {
// ZZLog::Error_Log("Set texture parameter %s %d... Ok", name, texobj);
UniformsIndex[param].texid = texobj;
UniformsIndex[param].Settled = true;
}
}
void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name) {
if (param > -1) {
// ZZLog::Error_Log("Set texture parameter %s %d... Ok", name, texobj);
UniformsIndex[param].texid = texobj;
UniformsIndex[param].Settled = true;
}
}
// This is helper of cgGLSetParameter4fv, made for debug purpose.
// Name could be any string. We must use it on compilation time, because erroneus handler does not
// return name
void ZZshSetParameter4fv(ZZshShaderLink& prog, ZZshParameter param, const float* v, const char* name) {
if (param > -1) {
// ZZLog::Error_Log("Set float parameter %s %f, %f, %f, %f... Ok", name, v[0], v[1], v[2], v[3]);
SettleFloat(UniformsIndex[param].fvalue, v);
UniformsIndex[param].Settled = true;
}
}
void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name) {
if (param > -1) {
// ZZLog::Error_Log("Set float parameter %s %f, %f, %f, %f... Ok", name, v[0], v[1], v[2], v[3]);
SettleFloat(UniformsIndex[param].fvalue, v);
UniformsIndex[param].Settled = true;
}
}
// The same stuff, but also with retry of param, name should be USED name of param for prog.
void ZZshSetParameter4fvWithRetry(ZZshParameter* param, ZZshShaderLink& prog, const float* v, const char* name) {
if (param != NULL)
ZZshSetParameter4fv(prog, *param, v, name);
}
// Used sometimes for color 1.
void ZZshDefaultOneColor( FRAGMENTSHADER& ptr ) {
// return;
ShaderHandleName = "Set Default One colot";
float4 v = float4 ( 1, 1, 1, 1 );
ZZshSetParameter4fv(ptr.prog, ptr.sOneColor, v, "DegaultOne");
}
//-------------------------------------------------------------------------------------
const GLchar * EmptyVertex = "void main(void) {gl_Position = ftransform();}";
const GLchar * EmptyFragment = "void main(void) {gl_FragColor = gl_Color;}";
inline ZZshProgram UseEmptyProgram(const char* name, GLenum shaderType) {
GLuint shader = glCreateShader(shaderType);
if (shaderType == GL_VERTEX_SHADER)
glShaderSource(shader, 1, &EmptyVertex, NULL);
else
glShaderSource(shader, 1, &EmptyFragment, NULL);
glCompileShader(shader);
ZZshProgram prog = glCreateProgram();
glAttachShader(prog, shader);
glLinkProgram(prog);
if( !glIsProgram(prog) || glGetError() != GL_NO_ERROR ) {
ZZLog::Error_Log("Failed to load empty shader for %s:", name);
return -1;
}
ZZLog::Error_Log("Used Empty program for %s... Ok.",name);
return prog;
}
ZZshShaderType ZZshGetShaderType(const char* name) {
if (strncmp(name, "TextureFog", 10) == 0) return ZZ_SH_TEXTURE_FOG;
if (strncmp(name, "Texture", 7) == 0) return ZZ_SH_TEXTURE;
if (strncmp(name, "RegularFog", 10) == 0) return ZZ_SH_REGULAR_FOG;
if (strncmp(name, "Regular", 7) == 0) return ZZ_SH_REGULAR;
if (strncmp(name, "Zero", 4) == 0) return ZZ_SH_ZERO;
return ZZ_SH_CRTC;
}
inline ZZshShader UseEmptyShader(const char* name, GLenum shaderType) {
GLuint shader = glCreateShader(shaderType);
if (shaderType == GL_VERTEX_SHADER)
glShaderSource(shader, 1, &EmptyVertex, NULL);
else
glShaderSource(shader, 1, &EmptyFragment, NULL);
glCompileShader(shader);
ShaderNames[shader] = name;
ShaderTypes[shader] = ZZshGetShaderType(name);
ZZLog::Error_Log("Used Empty shader for %s... Ok.",name);
return shader;
}
inline bool GetCompilationLog(GLuint shader) {
GLint CompileStatus;
glGetShaderiv(shader, GL_COMPILE_STATUS, &CompileStatus);
if (CompileStatus == GL_TRUE)
return true;
int* lenght, infologlength;
glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologlength);
char* InfoLog = new char[infologlength];
glGetShaderInfoLog(shader, infologlength, lenght, InfoLog);
ZZLog::Error_Log("Compiling... %d:\t %s", shader, InfoLog);
return false;
}
inline bool CompileShader(ZZshProgram& shader, const char* DefineString, const char* name, GLenum shaderType) {
const GLchar* ShaderSource[2];
ShaderSource[0] = (const GLchar*)DefineString;
ShaderSource[1] = (const GLchar*)ZZshSource;
shader = glCreateShader(shaderType);
glShaderSource(shader, 2, &ShaderSource[0], NULL);
glCompileShader(shader);
ZZLog::Debug_Log("Creating shader %d for %s", shader, name);
if (!GetCompilationLog(shader)) {
ZZLog::Error_Log("Failed to compile shader for %s:", name);
return false;
}
ShaderTypes[shader] = ZZshGetShaderType(name);
ShaderNames[shader] = name;
GL_REPORT_ERRORD();
return true;
}
inline bool LoadShaderFromFile(ZZshShader& shader, const char* DefineString, const char* name, GLenum ShaderType) { // Linux specific, as I presume
if (!CompileShader(shader, DefineString, name, ShaderType)) {
ZZLog::Error_Log("Failed to compile shader for %s: ", name);
return false;
}
ZZLog::Error_Log("Used shader for %s... Ok",name);
return true;
}
inline bool GetLinkLog(ZZshProgram prog) {
GLint LinkStatus;
glGetProgramiv(prog, GL_LINK_STATUS, &LinkStatus);
int unif, atrib;
glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &unif);
glGetProgramiv(prog, GL_ACTIVE_ATTRIBUTES, &atrib);
UNIFORM_ERROR_LOG("Uniforms %d, attributes %d", unif, atrib);
if (LinkStatus == GL_TRUE && glIsProgram(prog)) return true;
#if defined(DEVBUILD) || defined(_DEBUG)
int* lenght, infologlength;
glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &infologlength);
char* InfoLog = new char[infologlength];
glGetProgramInfoLog(prog, infologlength, lenght, InfoLog);
if (!infologlength == 0)
ZZLog::Error_Log("Linking %d... %d:\t %s", prog, infologlength, InfoLog);
#endif
return false;
}
//-------------------------------------------------------------------------------------
inline ZZshProgram madeProgram(ZZshShader shader, ZZshShader shader2, char* name) {
ZZshProgram prog = glCreateProgram();
glAttachShader(prog, shader);
if (shader2 != 0)
glAttachShader(prog, shader2);
glLinkProgram(prog);
if (!GetLinkLog(prog)) {
ZZLog::Error_Log("Failed to link shader for %s: ", name);
prog = UseEmptyProgram(name, GL_FRAGMENT_SHADER);
}
glDetachShader(prog, shader);
ZZLog::Error_Log("Made shader program for %s... Ok",name);
return prog;
}
static void PutParametersInProgam(int start, int finish) {
for (int i = start; i < finish; i++) {
ZZshParamInfo param = UniformsIndex[i];
GLint location = glGetUniformLocation(ZZshMainProgram, param.ShName);
if (location != -1 && param.type != ZZ_UNDEFINED) {
UNIFORM_ERROR_LOG("\tTry uniform %d %d %d %s...\t\t", i, location, param.type, param.ShName);
if (!param.Settled && !param.Constant) {
UNIFORM_ERROR_LOG("\tUnsettled, non-constant uniform, could be bug: %d %s", param.type, param.ShName);
continue;
}
if (param.type == ZZ_FLOAT4) {
glUniform4fv(location, 1, param.fvalue);
}
else
{
// assert(param.texid != 0);
// ZZLog::Error_Log("Set texture (%s) : %d with sampler %d\n", param.ShName, param.texid, param.sampler);
// assert(param.sampler >= 0);
glActiveTexture(GL_TEXTURE0 + param.sampler);
if (param.type == ZZ_TEXTURE_2D)
glBindTexture(GL_TEXTURE_2D, param.texid);
else if (param.type == ZZ_TEXTURE_3D)
glBindTexture(GL_TEXTURE_3D, param.texid);
else
glBindTexture(GL_TEXTURE_RECTANGLE, param.texid);
GL_REPORT_ERRORD();
}
if (glGetError() == GL_NO_ERROR)
UNIFORM_ERROR_LOG("Ok. Param name %s, location %d, type %d", param.ShName, location, param.type);
else
ZZLog::Error_Log("error in PutParametersInProgam param name %s, location %d, type %d", param.ShName, location, param.type);
if (!param.Constant) // Unset used parameters
UniformsIndex[i].Settled == false;
}
else if (start != 0 && location == -1 && param.Settled) // No global variable
ZZLog::Error_Log("Warning! Unused, but set uniform %d, %s", location, param.ShName);
}
GL_REPORT_ERRORD();
}
void PutSInProgam(int start, int finish) {
for (int i = start; i < finish; i++) {
ZZshParamInfo param = UniformsIndex[i];
GLint location = glGetUniformLocation(ZZshMainProgram, param.ShName);
if (location != -1 && param.type != ZZ_UNDEFINED) {
if (param.type != ZZ_FLOAT4) {
UNIFORM_ERROR_LOG("\tTry sampler %d %d %d %s %d...\t\t", i, location, param.type, param.ShName, param.sampler);
if (glGetError() == GL_NO_ERROR)
UNIFORM_ERROR_LOG("Ok");
else
UNIFORM_ERROR_LOG("error!");
glUniform1i(location, param.sampler);
}
}
}
GL_REPORT_ERRORD();
}
static bool ValidateProgram(ZZshProgram Prog) {
GLint isValid;
glGetProgramiv(Prog, GL_VALIDATE_STATUS, &isValid);
if (!isValid) {
glValidateProgram(Prog);
int* lenght, infologlength;
glGetProgramiv(Prog, GL_INFO_LOG_LENGTH, &infologlength);
char* InfoLog = new char[infologlength];
glGetProgramInfoLog(Prog, infologlength, lenght, InfoLog);
ZZLog::Error_Log("Validation %d... %d:\t %s", Prog, infologlength, InfoLog);
}
return (isValid != 0);
}
static void PutParametersAndRun(VERTEXSHADER* vs, FRAGMENTSHADER* ps) {
UNIFORM_ERROR_LOG("Run program %s(%d) \t+\t%s(%d)", ShaderNames[vs->Shader], vs->Shader, ShaderNames[ps->Shader], ps->Shader);
glUseProgram(ZZshMainProgram);
if (glGetError() != GL_NO_ERROR) {
ZZLog::Error_Log("Something weird happened on Linking stage.");
glUseProgram(0);
return;
}
PutSInProgam(vs->ParametersStart, vs->ParametersFinish);
PutSInProgam(ps->ParametersStart, ps->ParametersFinish);
PutParametersInProgam(0, NumGlobalUniforms);
PutParametersInProgam(vs->ParametersStart, vs->ParametersFinish);
PutParametersInProgam(ps->ParametersStart, ps->ParametersFinish);
ValidateProgram(ZZshMainProgram);
GL_REPORT_ERRORD();
}
static void CreateNewProgram(VERTEXSHADER* vs, FRAGMENTSHADER* ps) {
ZZLog::Error_Log("\n---> New shader program %d, %s(%d) \t+\t%s(%d).", ZZshMainProgram, ShaderNames[vs->Shader], vs->Shader, ShaderNames[ps->Shader], ps->Shader);
if (vs->Shader != 0)
glAttachShader(ZZshMainProgram, vs->Shader);
if (ps->Shader != 0)
glAttachShader(ZZshMainProgram, ps->Shader);
glLinkProgram(ZZshMainProgram);
if (!GetLinkLog(ZZshMainProgram)) {
ZZLog::Error_Log("Main program linkage error, don't use any shader for this stage.");
return;
}
GL_REPORT_ERRORD();
}
inline bool ZZshCheckShaderCompatibility(VERTEXSHADER* vs, FRAGMENTSHADER* ps) {
if (vs == NULL) return false;
if (vs->ShaderType == ZZ_SH_ZERO) return true; // ZeroPS is compatible with everything
if (ps == NULL) return false;
return (vs->ShaderType == ps->ShaderType);
}
static void ZZshSetShader(VERTEXSHADER* vs, FRAGMENTSHADER* ps) {
if (!ZZshCheckShaderCompatibility(vs, ps)) // We don't need to link uncompatible shaders
return;
int vss = (vs!=NULL)?vs->Shader:0;
int pss = (ps!=NULL)?ps->Shader:0;
if (vss !=0 && pss != 0) {
if (CompiledPrograms[vss][pss] != 0 && glIsProgram(CompiledPrograms[vss][pss])) {
ZZshMainProgram = CompiledPrograms[vs->Shader][ps->Shader];
}
else {
ZZshProgram NewProgram = glCreateProgram();
ZZshMainProgram = NewProgram;
CompiledPrograms[vss][pss] = NewProgram;
CreateNewProgram(vs, ps) ;
}
PutParametersAndRun(vs, ps);
GL_REPORT_ERRORD();
}
}
void ZZshSetVertexShader(ZZshShaderLink prog) {
g_vsprog = prog;
ZZshSetShader((VERTEXSHADER*)(g_vsprog.link), (FRAGMENTSHADER*)(g_psprog.link)) ;
}
void ZZshSetPixelShader(ZZshShaderLink prog) {
g_psprog = prog;
ZZshSetShader((VERTEXSHADER*)(g_vsprog.link), (FRAGMENTSHADER*)(g_psprog.link)) ;
}
//------------------------------------------------------------------------------------------------------------------
// For several reason texobj could not be put in sampler directly, only though GL_TEXTUREi interface. So we need to check correct sampler for each one.
inline void SettleTextureUnit(ZZshParamInfo* param, const char* name) {
for (int i = 0; i < NUMBER_OF_SAMPLERS; i++) {
if (strcmp(TextureUnits[i], name) == 0) {
param->sampler = i;
param->type = TextureTypes[i];
return;
}
}
}
inline int SetUniformParam(ZZshProgram prog, ZZshParameter* param, const char* name) {
GLint p = glGetUniformLocation(prog, name);
if (p > -1) {
*param = NumActiveUniforms;
UniformsIndex[NumActiveUniforms] = ParamInfo(name, ZZ_FLOAT4, ZeroFloat4, -1, 0, false, false); // By define Uniform is FLOAT4
SettleTextureUnit(&(UniformsIndex[NumActiveUniforms]), name);
UNIFORM_ERROR_LOG("uniform %s \t\t%d %d", name, p, UniformsIndex[NumActiveUniforms].type);
NumActiveUniforms++;
}
else *param = -1;
return p;
}
#define SET_UNIFORMPARAM(var, name) { \
p = SetUniformParam(prog, &(pf->var), name); \
}
#define INIT_SAMPLERPARAM(tex, name) { \
ZZshParameter x; \
p = SetUniformParam(prog, &x, name); \
(UniformsIndex[x]).Constant = true; \
ZZshGLSetTextureParameter(pf->prog, x, tex, name); \
}
#define INIT_UNIFORMPARAM(var, name) { \
ZZshParameter x; \
p = SetUniformParam(prog, &x, name); \
(UniformsIndex[x]).Constant = true; \
ZZshSetParameter4fv(pf->prog, x, var, name); \
}
char* AddContextToName(const char* name, int context) {
char* newname = new char[MAX_UNIFORM_NAME_SIZE];
sprintf(newname, "%s[%d]", name, context * NOCONTEXT);
return newname;
}
static void SetupFragmentProgramParameters(FRAGMENTSHADER* pf, int context, int type)
{
// uniform parameters
GLint p;
pf->prog.link = (void*)pf; // Setting autolink
pf->prog.isFragment = true; // Setting autolink
pf->ShaderType = ShaderTypes[pf->Shader];
pf->ParametersStart = NumActiveUniforms;
ZZshProgram prog = madeProgram(pf->Shader, 0, "");
glUseProgram(prog);
GL_REPORT_ERRORD();
SET_UNIFORMPARAM(sOneColor, "g_fOneColor");
SET_UNIFORMPARAM(sBitBltZ, "g_fBitBltZ");
SET_UNIFORMPARAM(sInvTexDims, "g_fInvTexDims");
SET_UNIFORMPARAM(fTexAlpha2, AddContextToName("fTexAlpha2", context));
SET_UNIFORMPARAM(fTexOffset, AddContextToName("g_fTexOffset", context));
SET_UNIFORMPARAM(fTexDims, AddContextToName("g_fTexDims", context));
SET_UNIFORMPARAM(fTexBlock, AddContextToName("g_fTexBlock", context));
SET_UNIFORMPARAM(fClampExts, AddContextToName("g_fClampExts", context)); // FIXME: There is a bug, that lead FFX-1 to incorrect CLAMP if this uniform have context.
SET_UNIFORMPARAM(fTexWrapMode, AddContextToName("TexWrapMode", context));
SET_UNIFORMPARAM(fRealTexDims, AddContextToName("g_fRealTexDims", context));
SET_UNIFORMPARAM(fTestBlack, AddContextToName("g_fTestBlack", context));
SET_UNIFORMPARAM(fPageOffset, AddContextToName("g_fPageOffset", context));
SET_UNIFORMPARAM(fTexAlpha, AddContextToName("fTexAlpha", context));
GL_REPORT_ERRORD();
// textures
INIT_SAMPLERPARAM(ptexBlocks, "g_sBlocks");
if (type == 3)
{INIT_SAMPLERPARAM(ptexConv16to32, "g_sConv16to32");}
else if (type == 4)
{INIT_SAMPLERPARAM(ptexConv32to16, "g_sConv32to16");}
else
{INIT_SAMPLERPARAM(ptexBilinearBlocks, "g_sBilinearBlocks");}
GL_REPORT_ERRORD();
SET_UNIFORMPARAM(sMemory, AddContextToName("g_sMemory", context));
SET_UNIFORMPARAM(sFinal, "g_sSrcFinal");
SET_UNIFORMPARAM(sBitwiseANDX, "g_sBitwiseANDX");
SET_UNIFORMPARAM(sBitwiseANDY, "g_sBitwiseANDY");
SET_UNIFORMPARAM(sCLUT, "g_sCLUT");
SET_UNIFORMPARAM(sInterlace, "g_sInterlace");
GL_REPORT_ERRORD();
// set global shader constants
INIT_UNIFORMPARAM(float4(0.5f, (conf.settings().exact_color)?0.9f/256.0f:0.5f/256.0f, 0,1/255.0f), "g_fExactColor");
INIT_UNIFORMPARAM(float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ), "g_fBilinear");
INIT_UNIFORMPARAM(float4(1.0f/256.0f, 1.0004f, 1, 0.5f), "g_fZBias");
INIT_UNIFORMPARAM(float4(0,1, 0.001f, 0.5f), "g_fc0");
INIT_UNIFORMPARAM(float4(1/1024.0f, 0.2f/1024.0f, 1/128.0f, 1/512.0f), "g_fMult");
pf->ParametersFinish = NumActiveUniforms;
if (NumActiveUniforms > MAX_ACTIVE_UNIFORMS)
ZZLog::Error_Log("Too many shader variables. You may increase the limit in source %d.", NumActiveUniforms);
glUseProgram(0);
GL_REPORT_ERRORD();
}
void SetupVertexProgramParameters(VERTEXSHADER* pf, int context)
{
GLint p;
pf->prog.link = (void*)pf; // Setting autolink
pf->prog.isFragment = false; // Setting autolink
pf->ShaderType = ShaderTypes[pf->Shader];
pf->ParametersStart = NumActiveUniforms;
ZZshProgram prog = madeProgram(pf->Shader, 0, "");
glUseProgram(prog);
GL_REPORT_ERRORD();
// Set Z-test, log or no log;
if (conf.settings().no_logz) {
g_vdepth = float4( 255.0 /256.0f, 255.0/65536.0f, 255.0f/(65535.0f*256.0f), 1.0f/(65536.0f*65536.0f));
vlogz = float4( 1.0f, 0.0f, 0.0f, 0.0f);
}
else {
g_vdepth = float4( 256.0f*65536.0f, 65536.0f, 256.0f, 65536.0f*65536.0f);
vlogz = float4( 0.0f, 1.0f, 0.0f, 0.0f);
}
INIT_UNIFORMPARAM(g_vdepth, "g_fZ");
if (p > -1) {
INIT_UNIFORMPARAM(vlogz, "g_fZMin");
if (p == -1) ZZLog::Error_Log ("Shader file version is outdated! Only log-Z is possible.");
}
GL_REPORT_ERRORD();
float4 vnorm = float4(g_filog32, 0, 0,0);
INIT_UNIFORMPARAM(vnorm, "g_fZNorm");
INIT_UNIFORMPARAM(float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ), "g_fBilinear");
INIT_UNIFORMPARAM(float4(1.0f/256.0f, 1.0004f, 1, 0.5f), "g_fZBias") ;
INIT_UNIFORMPARAM(float4(0,1, 0.001f, 0.5f), "g_fc0");
SET_UNIFORMPARAM(sBitBltPos, "g_fBitBltPos");
SET_UNIFORMPARAM(sBitBltTex, "g_fBitBltTex");
SET_UNIFORMPARAM(fBitBltTrans, "g_fBitBltTrans");
pf->ParametersFinish = NumActiveUniforms;
if (NumActiveUniforms > MAX_ACTIVE_UNIFORMS)
ZZLog::Error_Log("Too many shader variables. You may increase the limit in the source.");
glUseProgram(0);
GL_REPORT_ERRORD();
}
const int GLSL_VERSION = 130; // Sampler2DRect appear in 1.3
// We use strictly compilation from source for GSLS
static __forceinline void GlslHeaderString(char* header_string, const char* name, const char* depth)
{
sprintf(header_string, "#version %d\n#define %s main\n%s\n", GLSL_VERSION, name, depth);
}
static __forceinline bool LOAD_VS(char* DefineString, const char* name, VERTEXSHADER& vertex, int shaderver, ZZshProfile context, const char* depth)
{
bool flag;
char temp[200];
GlslHeaderString(temp, name, depth);
sprintf(DefineString, "%s#define VERTEX_SHADER 1\n#define CTX %d\n", temp, context * NOCONTEXT);
//ZZLog::WriteLn("Define for VS == '%s'", DefineString);
flag = LoadShaderFromFile(vertex.Shader, DefineString, name, GL_VERTEX_SHADER);
SetupVertexProgramParameters(&vertex, context);
return flag;
}
static __forceinline bool LOAD_PS(char* DefineString, const char* name, FRAGMENTSHADER& fragment, int shaderver, ZZshProfile context, const char* depth)
{
bool flag;
char temp[200];
GlslHeaderString(temp, name, depth);
sprintf(DefineString, "%s#define FRAGMENT_SHADER 1\n#define CTX %d\n", temp, context * NOCONTEXT);
//ZZLog::WriteLn("Define for PS == '%s'", DefineString);
flag = LoadShaderFromFile(fragment.Shader, DefineString, name, GL_FRAGMENT_SHADER);
SetupFragmentProgramParameters(&fragment, context, 0);
return flag;
}
inline bool LoadEffects()
{
// clear the textures
for(u32 i = 0; i < ArraySize(ppsTexture); ++i) {
SAFE_RELEASE_PROG(ppsTexture[i].prog);
}
#ifndef _DEBUG
memset(ppsTexture, 0, sizeof(ppsTexture));
#endif
return true;
}
bool ZZshLoadExtraEffects() {
bool bLoadSuccess = true;
char DefineString[DEFINE_STRING_SIZE] = "";
const char* writedepth = "#define WRITE_DEPTH 1\n"; // should we write depth field
const char* pvsshaders[4] = { "RegularVS", "TextureVS", "RegularFogVS", "TextureFogVS" };
for (int i = 0; i < 4; ++i) {
if (!LOAD_VS(DefineString, pvsshaders[i], pvsStore[2 * i], cgvProf, 0, "")) bLoadSuccess = false;
if (!LOAD_VS(DefineString, pvsshaders[i], pvsStore[2 *i + 1 ], cgvProf, 1, "")) bLoadSuccess = false;
if (!LOAD_VS(DefineString, pvsshaders[i], pvsStore[2 *i + 8 ], cgvProf, 0, writedepth)) bLoadSuccess = false;
if (!LOAD_VS(DefineString, pvsshaders[i], pvsStore[2 *i + 8 + 1], cgvProf, 1, writedepth)) bLoadSuccess = false;
}
for (int i = 0; i < 16; ++i)
pvs[i] = pvsStore[i].prog;
if (!LOAD_VS(DefineString, "BitBltVS", pvsBitBlt, cgvProf, 0, "")) bLoadSuccess = false;
GLint p;
GL_REPORT_ERRORD();
if (!LOAD_PS(DefineString, "RegularPS", ppsRegular[0], cgfProf, 0, "")) bLoadSuccess = false;
if (!LOAD_PS(DefineString, "RegularFogPS", ppsRegular[1], cgfProf, 0, "")) bLoadSuccess = false;
if( conf.mrtdepth ) {
if (!LOAD_PS(DefineString, "RegularPS", ppsRegular[2], cgfProf, 0, writedepth)) bLoadSuccess = false;
if (!bLoadSuccess) conf.mrtdepth = 0;
if (!LOAD_PS(DefineString, "RegularFogPS", ppsRegular[3], cgfProf, 0, writedepth)) bLoadSuccess = false;
if (!bLoadSuccess) conf.mrtdepth = 0;
}
if (!LOAD_PS(DefineString, "BitBltPS", ppsBitBlt[0], cgfProf, 0, "")) bLoadSuccess = false;
if (!LOAD_PS(DefineString, "BitBltAAPS", ppsBitBlt[1], cgfProf, 0, "")) bLoadSuccess = false;
if (!bLoadSuccess) {
ZZLog::Error_Log("Failed to load BitBltAAPS, using BitBltPS.");
if (!LOAD_PS(DefineString, "BitBltPS", ppsBitBlt[1], cgfProf, 0, "")) bLoadSuccess = false;
}
if (!LOAD_PS(DefineString, "BitBltDepthPS", ppsBitBltDepth, cgfProf, 0, "")) bLoadSuccess = false;
if (!LOAD_PS(DefineString, "CRTCTargPS", ppsCRTCTarg[0], cgfProf, 0, "")) bLoadSuccess = false;
if (!LOAD_PS(DefineString, "CRTCTargInterPS", ppsCRTCTarg[1], cgfProf, 0, "")) bLoadSuccess = false;
g_bCRTCBilinear = true;
if (!LOAD_PS(DefineString, "CRTCPS", ppsCRTC[0], cgfProf, 0, "")) bLoadSuccess = false;
if( !bLoadSuccess ) {
// switch to simpler
g_bCRTCBilinear = false;
if (!LOAD_PS(DefineString, "CRTCPS_Nearest", ppsCRTC[0], cgfProf, 0, "")) bLoadSuccess = false;
if (!LOAD_PS(DefineString, "CRTCInterPS_Nearest", ppsCRTC[0], cgfProf, 0, "")) bLoadSuccess = false;
}
else {
if (!LOAD_PS(DefineString, "CRTCInterPS", ppsCRTC[1], cgfProf, 0, "")) bLoadSuccess = false;
}
if( !bLoadSuccess )
ZZLog::Error_Log("Failed to create CRTC shaders.");
// if (!LOAD_PS(DefineString, "CRTC24PS", ppsCRTC24[0], cgfProf, 0, "")) bLoadSuccess = false;
// if (!LOAD_PS(DefineString, "CRTC24InterPS", ppsCRTC24[1], cgfProf, 0, "")) bLoadSuccess = false;
if (!LOAD_PS(DefineString, "ZeroPS", ppsOne, cgfProf, 0, "")) bLoadSuccess = false;
if (!LOAD_PS(DefineString, "BaseTexturePS", ppsBaseTexture, cgfProf, 0, "")) bLoadSuccess = false;
if (!LOAD_PS(DefineString, "Convert16to32PS", ppsConvert16to32, cgfProf, 0, "")) bLoadSuccess = false;
if (!LOAD_PS(DefineString, "Convert32to16PS", ppsConvert32to16, cgfProf, 0, "")) bLoadSuccess = false;
GL_REPORT_ERRORD();
return true;
}
const static char* g_pPsTexWrap[] = { "#define REPEAT 1\n", "#define CLAMP 1\n", "#define REGION_REPEAT 1\n", "" };
static ZZshShader LoadShaderFromType(const char* srcdir, const char* srcfile, int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int ps, int context) {
assert( texwrap < NUM_TEXWRAPS);
assert( type < NUM_TYPES );
//ZZLog::Error_Log("\n");
ZZshProgram prog;
char* name = new char[MAX_SHADER_NAME_SIZE];
sprintf(name, "Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]);
ZZLog::Debug_Log("Starting shader for %s", name);
const char* AddWrap = g_pPsTexWrap[texwrap];
const char* AddDepth = writedepth?"#define WRITE_DEPTH 1\n":"";
const char* AddAEM = testaem?"#define TEST_AEM 1\n":"";
const char* AddExcolor = exactcolor?"#define EXACT_COLOR 1\n":"";
const char* AddAccurate = (ps & SHADER_ACCURATE)?"#define ACCURATE_DECOMPRESSION 1\n":"";
char DefineString[DEFINE_STRING_SIZE] = "";
char temp[200];
GlslHeaderString(temp, name, AddWrap);
sprintf(DefineString, "%s#define FRAGMENT_SHADER 1\n%s%s%s%s\n#define CTX %d\n", temp, AddDepth, AddAEM, AddExcolor, AddAccurate, context * NOCONTEXT);
ZZshShader shader;
if (!CompileShader(shader, DefineString, name, GL_FRAGMENT_SHADER))
return UseEmptyShader(name, GL_FRAGMENT_SHADER);
ZZLog::Debug_Log("Used shader for type:%d filter:%d wrap:%d for:%d depth:%d aem:%d color:%d decompression:%d ctx:%d... Ok \n", type, texfilter, texwrap, fog, writedepth, testaem, exactcolor, ps, context);
GL_REPORT_ERRORD();
return shader;
}
FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed)
{
int texwrap;
assert( texfilter < NUM_FILTERS );
//assert( g_nPixelShaderVer == SHADER_30 );
if( clamp.wms == clamp.wmt ) {
switch( clamp.wms ) {
case 0: texwrap = TEXWRAP_REPEAT; break;
case 1: texwrap = TEXWRAP_CLAMP; break;
case 2: texwrap = TEXWRAP_CLAMP; break;
default:
texwrap = TEXWRAP_REGION_REPEAT; break;
}
}
else if( clamp.wms==3||clamp.wmt==3)
texwrap = TEXWRAP_REGION_REPEAT;
else
texwrap = TEXWRAP_REPEAT_CLAMP;
int index = GET_SHADER_INDEX(type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, context, 0);
if( pbFailed != NULL ) *pbFailed = false;
FRAGMENTSHADER* pf = ppsTexture+index;
if (ZZshExistProgram(pf))
{
return pf;
}
pf->Shader = LoadShaderFromType(EFFECT_DIR, EFFECT_NAME, type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, g_nPixelShaderVer, context);
if (ZZshExistProgram(pf)) {
SetupFragmentProgramParameters(pf, context, type);
GL_REPORT_ERRORD();
if( glGetError() != GL_NO_ERROR ) {
ZZLog::Error_Log("Failed to load shader %d,%d,%d,%d.", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if (pbFailed != NULL ) *pbFailed = true;
return pf;
}
return pf;
}
ZZLog::Error_Log("Failed to create shader %d,%d,%d,%d.", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = true;
GL_REPORT_ERRORD();
return NULL;
}
#endif