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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 . , 59 Temple Place , Suite 330 , Boston , MA 02111 - 1307 USA
*/
# ifdef 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 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 ;
char * ZZshSource ; // Shader's source data.
off_t ZZshSourceSize ;
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 ;
// Debug variable, store name of the function that call the shader.
const char * ShaderCallerName = " " ;
const char * ShaderHandleName = " " ;
const char * ShaderNames [ MAX_ACTIVE_SHADERS ] = { " " } ;
ZZshShaderType ShaderTypes [ MAX_ACTIVE_SHADERS ] = { ZZ_SH_NONE } ;
ZZshProgram CompiledPrograms [ MAX_ACTIVE_SHADERS ] [ MAX_ACTIVE_SHADERS ] = { { 0 } } ;
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// new for GLSL4
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GSUniformBufferOGL * constant_buffer ;
GSUniformBufferOGL * common_buffer ;
GSUniformBufferOGL * vertex_buffer ;
GSUniformBufferOGL * fragment_buffer ;
COMMONSHADER g_cs ;
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static GLuint s_pipeline = 0 ;
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//------------------ 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 ) ;
*/
}
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 ;
}
init_shader ( ) ;
// 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. " ) ;
}
}
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_gl4.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_gl4.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 ) ;
delete constant_buffer ;
delete common_buffer ;
delete vertex_buffer ;
delete fragment_buffer ;
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glDeleteProgramPipelines ( 1 , & s_pipeline ) ;
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}
// Disable CG
void ZZshGLDisableProfile ( ) { // This stop all other shader programs from running;
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glBindProgramPipeline ( 0 ) ;
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}
//Enable CG
void ZZshGLEnableProfile ( ) {
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glBindProgramPipeline ( s_pipeline ) ;
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}
//-------------------------------------------------------------------------------------
// The same function for texture, also to cgGLEnable
void ZZshGLSetTextureParameter ( ZZshParameter param , GLuint texobj , const char * name ) {
g_cs . set_texture ( param , texobj ) ;
}
void ZZshGLSetTextureParameter ( ZZshShaderLink prog , ZZshParameter param , GLuint texobj , const char * name ) {
FRAGMENTSHADER * shader = ( FRAGMENTSHADER * ) prog . link ;
shader - > set_texture ( param , texobj ) ;
}
// 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 ( prog . isFragment ) {
FRAGMENTSHADER * shader = ( FRAGMENTSHADER * ) prog . link ;
shader - > ZZshSetParameter4fv ( param , v ) ;
} else {
VERTEXSHADER * shader = ( VERTEXSHADER * ) prog . link ;
shader - > ZZshSetParameter4fv ( param , v ) ;
}
}
void ZZshSetParameter4fv ( ZZshParameter param , const float * v , const char * name ) {
g_cs . ZZshSetParameter4fv ( param , v ) ;
}
// 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 ( prog . isFragment ) {
FRAGMENTSHADER * shader = ( FRAGMENTSHADER * ) prog . link ;
shader - > ZZshSetParameter4fv ( * param , v ) ;
} else {
VERTEXSHADER * shader = ( VERTEXSHADER * ) prog . link ;
shader - > ZZshSetParameter4fv ( * param , v ) ;
}
}
// 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");
// FIXME context
ptr . ZZshSetParameter4fv ( ptr . sOneColor , v ) ;
}
//-------------------------------------------------------------------------------------
const GLchar * EmptyVertex = " void main(void) {gl_Position = ftransform();} " ;
const GLchar * EmptyFragment = " void main(void) {gl_FragColor = gl_Color;} " ;
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 ;
}
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inline bool GetCompilationLog ( ZZshProgram program ) {
# if defined(DEVBUILD) || defined(_DEBUG)
GLint log_length = 0 ;
glGetProgramiv ( program , GL_INFO_LOG_LENGTH , & log_length ) ;
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char * log = new char [ log_length ] ;
glGetProgramInfoLog ( program , log_length , NULL , log ) ;
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GLint CompileStatus ;
glGetProgramiv ( program , GL_LINK_STATUS , & CompileStatus ) ;
if ( CompileStatus = = GL_FALSE ) {
ZZLog : : Error_Log ( " Compiling... %d: \t %s " , program , log ) ;
delete [ ] log ;
return false ;
}
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delete [ ] log ;
# endif
return true ;
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}
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static bool ValidateProgram ( ZZshProgram Prog ) {
# if defined(DEVBUILD) || defined(_DEBUG)
GLint isValid ;
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glValidateProgram ( Prog ) ;
glGetProgramiv ( Prog , GL_VALIDATE_STATUS , & isValid ) ;
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if ( ! isValid ) {
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 ) ;
# else
return true ;
# endif
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}
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inline bool CompileShader ( ZZshProgram & program , const char * DefineString , const char * name , GLenum shaderType , bool empty = false ) {
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const GLchar * ShaderSource [ 2 ] ;
ShaderSource [ 0 ] = ( const GLchar * ) DefineString ;
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// FIXME, can maybe replaced with the program 0 it will used default fixed stage
if ( empty )
{
if ( shaderType = = GL_VERTEX_SHADER )
ShaderSource [ 1 ] = EmptyVertex ;
else
ShaderSource [ 1 ] = EmptyFragment ;
ZZLog : : Error_Log ( " Used Empty shader for %s... Ok. " , name ) ;
}
else
ShaderSource [ 1 ] = ( const GLchar * ) ZZshSource ;
program = glCreateShaderProgramv ( shaderType , 2 , & ShaderSource [ 0 ] ) ;
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ZZLog : : Debug_Log ( " Creating program %d for %s " , program , name ) ;
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if ( ! GetCompilationLog ( program ) ) {
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ZZLog : : Error_Log ( " Failed to compile shader for %s: " , name ) ;
return false ;
}
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ShaderTypes [ program ] = ZZshGetShaderType ( name ) ;
ShaderNames [ program ] = name ;
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GL_REPORT_ERRORD ( ) ;
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if ( ! ValidateProgram ( program ) ) return false ;
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return true ;
}
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inline bool LoadShaderFromFile ( ZZshProgram & program , const char * DefineString , const char * name , GLenum ShaderType , bool empty = false ) { // Linux specific, as I presume
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// Emit annotation for apitrace
// if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, DefineString);
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if ( ! CompileShader ( program , DefineString , name , ShaderType , empty ) ) {
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ZZLog : : Error_Log ( " Failed to compile shader for %s: " , name ) ;
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return false ;
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}
ZZLog : : Error_Log ( " Used shader for %s... Ok " , name ) ;
return true ;
}
//-------------------------------------------------------------------------------------
static void PutParametersAndRun ( VERTEXSHADER * vs , FRAGMENTSHADER * ps ) {
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UNIFORM_ERROR_LOG ( " Run program %s(%d) \t + \t %s(%d) " , ShaderNames [ vs - > program ] , vs - > program , ShaderNames [ ps - > program ] , ps - > program ) ;
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// FIXME context argument
int context = 0 ;
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PutParametersInProgram ( vs , ps , context ) ;
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# if defined(DEVBUILD) || defined(_DEBUG)
glValidateProgramPipeline ( s_pipeline ) ;
GLint isValid ;
glGetProgramPipelineiv ( s_pipeline , GL_VALIDATE_STATUS , & isValid ) ;
if ( ! isValid ) ZZLog : : Error_Log ( " Something weird happened on pipeline validation. " ) ;
# endif
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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 ;
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int vss = ( vs ! = NULL ) ? vs - > program : 0 ;
int pss = ( ps ! = NULL ) ? ps - > program : 0 ;
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if ( vss ! = 0 & & pss ! = 0 ) {
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glUseProgramStages ( s_pipeline , GL_VERTEX_SHADER_BIT , vs - > program ) ;
glUseProgramStages ( s_pipeline , GL_FRAGMENT_SHADER_BIT , ps - > program ) ;
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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 ) ) ;
}
//------------------------------------------------------------------------------------------------------------------
static void init_shader ( ) {
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// TODO:
// Note it would be more clever to allocate buffer inside SHADER class
// Add a dirty flags to avoid to upload twice same data...
// You need to attach() properly the uniform buffer;
// Note: don't put GSUniformBuffer creation inside constructor of static object (context won't
// be set to call gl command)
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// Warning put same order than GLSL
constant_buffer = new GSUniformBufferOGL ( 0 , sizeof ( ConstantUniform ) ) ;
common_buffer = new GSUniformBufferOGL ( 1 , sizeof ( GlobalUniform ) ) ;
vertex_buffer = new GSUniformBufferOGL ( 2 , sizeof ( VertexUniform ) ) ;
fragment_buffer = new GSUniformBufferOGL ( 3 , sizeof ( FragmentUniform ) ) ;
constant_buffer - > bind ( ) ;
constant_buffer - > upload ( ( void * ) & g_cs . uniform_buffer_constant ) ;
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glGenProgramPipelines ( 1 , & s_pipeline ) ;
glBindProgramPipeline ( s_pipeline ) ;
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}
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static void PutParametersInProgram ( VERTEXSHADER * vs , FRAGMENTSHADER * ps , int context ) {
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common_buffer - > bind ( ) ;
common_buffer - > upload ( ( void * ) & g_cs . uniform_buffer [ context ] ) ;
vertex_buffer - > bind ( ) ;
vertex_buffer - > upload ( ( void * ) & vs - > uniform_buffer [ context ] ) ;
fragment_buffer - > bind ( ) ;
fragment_buffer - > upload ( ( void * ) & ps - > uniform_buffer [ context ] ) ;
g_cs . enable_texture ( ) ;
ps - > enable_texture ( context ) ;
}
static void SetupFragmentProgramParameters ( FRAGMENTSHADER * pf , int context , int type )
{
// uniform parameters
pf - > prog . link = ( void * ) pf ; // Setting autolink
pf - > prog . isFragment = true ; // Setting autolink
pf - > ShaderType = ShaderTypes [ pf - > Shader ] ;
g_cs . set_texture ( g_cs . sBlocks , ptexBlocks ) ;
g_cs . set_texture ( g_cs . sConv16to32 , ptexConv16to32 ) ;
g_cs . set_texture ( g_cs . sConv32to16 , ptexConv32to16 ) ;
g_cs . set_texture ( g_cs . sBilinearBlocks , ptexBilinearBlocks ) ;
GL_REPORT_ERRORD ( ) ;
}
void SetupVertexProgramParameters ( VERTEXSHADER * pf , int context )
{
pf - > prog . link = ( void * ) pf ; // Setting autolink
pf - > prog . isFragment = false ; // Setting autolink
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pf - > ShaderType = ShaderTypes [ pf - > program ] ;
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GL_REPORT_ERRORD ( ) ;
}
//const int GLSL_VERSION = 130; // Sampler2DRect appear in 1.3
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const int GLSL_VERSION = 330 ;
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// We use strictly compilation from source for GSLS
static __forceinline void GlslHeaderString ( char * header_string , const char * name , const char * depth )
{
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sprintf ( header_string , " #version %d compatibility \n #define %s main \n %s \n " , GLSL_VERSION , name , depth ) ;
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}
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);
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flag = LoadShaderFromFile ( vertex . program , DefineString , name , GL_VERTEX_SHADER ) ;
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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);
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flag = LoadShaderFromFile ( fragment . program , DefineString , name , GL_FRAGMENT_SHADER ) ;
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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 ;
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 " , " " } ;
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static ZZshProgram LoadShaderFromType ( int type , int texfilter , int texwrap , int fog , int writedepth , int testaem , int exactcolor , int ps , int context ) {
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assert ( texwrap < NUM_TEXWRAPS ) ;
assert ( type < NUM_TYPES ) ;
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 ) ;
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ZZshProgram program ;
if ( ! LoadShaderFromFile ( program , DefineString , name , GL_FRAGMENT_SHADER ) )
return LoadShaderFromFile ( program , DefineString , name , GL_FRAGMENT_SHADER , true ) ;
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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 ( ) ;
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return program ;
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}
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 ;
}
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pf - > program = LoadShaderFromType ( type , texfilter , texwrap , fog , s_bWriteDepth , testaem , exactcolor , g_nPixelShaderVer , context ) ;
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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 ;
}
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# endif // GLSL4_API