pcsx2/plugins/zzogl-pg/opengl/ZZoglShaders.h

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/* ZZ Open GL graphics plugin
* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
*
* 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
*/
#ifndef __ZEROGS_SHADERS_H__
#define __ZEROGS_SHADERS_H__
// -- Not very important things, but we keep it to enumerate shader
#define NUM_FILTERS 2 // texture filtering
#define NUM_TYPES 5 // types of texture read modes
#define NUM_TEXWRAPS 4 // texture wrapping
#define NUM_SHADERS (NUM_FILTERS*NUM_TYPES*NUM_TEXWRAPS*32) // # shaders for a given ps
// Just bitmask for different type of shaders
#define SHADER_REDUCED 1 // equivalent to ps2.0
#define SHADER_ACCURATE 2 // for older cards with less accurate math (ps2.x+)
#include <math.h>
#include "ZZoglMath.h"
#include "GS.h"
// By default enable nvidia cg api
#if !defined(GLSL_API) && !defined(NVIDIA_CG_API)
#define NVIDIA_CG_API
#endif
// --------------------------- API abstraction level --------------------------------
#ifdef NVIDIA_CG_API // Code for NVIDIA cg-toolkit API
#include <Cg/cg.h>
#include <Cg/cgGL.h>
#define ZZshProgram CGprogram
#define ZZshShader CGprogram
#define ZZshShaderLink CGprogram
#define ZZshParameter CGparameter
#define ZZshContext CGcontext
#define ZZshProfile CGprofile
#define ZZshError CGerror
#define pZero 0 // Zero parameter
#define sZero 0 // Zero program
#define SAFE_RELEASE_PROG(x) { if( (x) != NULL ) { cgDestroyProgram(x); x = NULL; } }
inline bool ZZshActiveParameter(ZZshParameter param) {return (param !=NULL); }
#endif // end NVIDIA cg-toolkit API
#ifdef GLSL4_API
#include "GSUniformBufferOGL.h"
#include "GSVertexArrayOGL.h"
#endif
// GLSL only
// Set it to 0 to diable context usage, 1 -- to enable. FFX-1 have a strange issue with ClampExt.
#define NOCONTEXT 0
#ifdef GLSL_API
enum ZZshPARAMTYPE {
ZZ_UNDEFINED,
ZZ_TEXTURE_2D,
ZZ_TEXTURE_RECT,
ZZ_TEXTURE_3D,
ZZ_FLOAT4,
};
typedef struct {
const char* ShName; // Name of uniform
ZZshPARAMTYPE type; // Choose between parameter type
float fvalue[4];
GLuint sampler; // Number of texture unit in array
GLint texid; // Number of texture - texid.
bool Constant; // Uniform could be constants, does not change at program flow
bool Settled; // Check if Uniform value was set.
} ZZshParamInfo;
typedef struct {
void* link;
bool isFragment;
} ZZshShaderLink;
#define ZZshProgram GLuint
#define ZZshShader GLuint
#define ZZshParameter GLint
#define ZZshContext int
#define ZZshProfile int
#define ZZshError int
#define ZZshIndex GLuint
const ZZshParamInfo qZero = {ShName:"", type:ZZ_UNDEFINED, fvalue:{0}, sampler: -1, texid: 0, Constant: false, Settled: false};
#define pZero 0
const ZZshShaderLink sZero = {link: NULL, isFragment: false};
inline bool ZZshActiveParameter(ZZshParameter param) {return (param > -1); }
#ifndef GLSL4_API
#define SAFE_RELEASE_PROG(x) { /*don't know what to do*/ }
#endif
// ---------------------------
#endif
extern float4 g_vdepth;
extern float4 vlogz;
#ifdef GLSL4_API
enum {
ZZSH_CTX_0 = 0,
ZZSH_CTX_1 = 1,
ZZSH_CTX_ALL = 2
};
// Note A nice template could be better
// Warning order is important for buffer (see GLSL)
// Note must be keep POD (so you can map it to GLSL)
struct GlobalUniform {
union {
struct {
// VS
float g_fPosXY[4]; // dual context
// PS
float g_fFogColor[4];
};
float linear[2*4];
};
void SettleFloat(uint indice, const float* v) {
assert(indice + 3 < 2*4);
linear[indice+0] = v[0];
linear[indice+1] = v[1];
linear[indice+2] = v[2];
linear[indice+3] = v[3];
}
};
struct ConstantUniform {
union {
struct {
// Both VS/PS
float g_fBilinear[4];
float g_fZbias[4];
float g_fc0[4];
float g_fMult[4];
// VS
float g_fZ[4];
float g_fZMin[4];
float g_fZNorm[4];
// PS
float g_fExactColor[4];
};
float linear[8*4];
};
void SettleFloat(uint indice, const float* v) {
assert(indice + 3 < 8*4);
linear[indice+0] = v[0];
linear[indice+1] = v[1];
linear[indice+2] = v[2];
linear[indice+3] = v[3];
}
};
struct FragmentUniform {
union {
struct {
float g_fTexAlpha2[4]; // dual context
float g_fTexOffset[4]; // dual context
float g_fTexDims[4]; // dual context
float g_fTexBlock[4]; // dual context
float g_fClampExts[4]; // dual context
float g_fTexWrapMode[4]; // dual context
float g_fRealTexDims[4]; // dual context
float g_fTestBlack[4]; // dual context
float g_fPageOffset[4]; // dual context
float g_fTexAlpha[4]; // dual context
float g_fInvTexDims[4];
float g_fBitBltZ[4];
float g_fOneColor[4];
};
float linear[13*4];
};
void SettleFloat(uint indice, const float* v) {
assert(indice + 3 < 13*4);
linear[indice+0] = v[0];
linear[indice+1] = v[1];
linear[indice+2] = v[2];
linear[indice+3] = v[3];
}
};
struct VertexUniform {
union {
struct {
float g_fBitBltPos[4];
float g_fBitBltTex[4];
float g_fBitBltTrans[4];
};
float linear[3*4];
};
void SettleFloat(uint indice, const float* v) {
assert(indice + 3 < 3*4);
linear[indice+0] = v[0];
linear[indice+1] = v[1];
linear[indice+2] = v[2];
linear[indice+3] = v[3];
}
};
#endif
//const static char* g_pPsTexWrap[] = { "-DREPEAT", "-DCLAMP", "-DREGION_REPEAT", NULL };
enum ZZshShaderType {ZZ_SH_ZERO, ZZ_SH_REGULAR, ZZ_SH_REGULAR_FOG, ZZ_SH_TEXTURE, ZZ_SH_TEXTURE_FOG, ZZ_SH_CRTC, ZZ_SH_NONE};
// We have "compatible" shaders, as RegularFogVS and RegularFogPS. if don't need to wory about incompatible shaders
// It used only in GLSL mode.
// ------------------------- Variables -------------------------------
extern int g_nPixelShaderVer;
extern ZZshShaderLink pvs[16], g_vsprog, g_psprog;
extern ZZshParameter g_vparamPosXY[2], g_fparamFogColor;
#define MAX_ACTIVE_UNIFORMS 600
#define MAX_ACTIVE_SHADERS 400
#ifndef GLSL4_API
struct FRAGMENTSHADER
{
FRAGMENTSHADER() : prog(sZero), Shader(0), sMemory(pZero), sFinal(pZero), sBitwiseANDX(pZero), sBitwiseANDY(pZero), sInterlace(pZero), sCLUT(pZero), sOneColor(pZero), sBitBltZ(pZero),
fTexAlpha2(pZero), fTexOffset(pZero), fTexDims(pZero), fTexBlock(pZero), fClampExts(pZero), fTexWrapMode(pZero),
fRealTexDims(pZero), fTestBlack(pZero), fPageOffset(pZero), fTexAlpha(pZero) {}
ZZshShaderLink prog; // it link to FRAGMENTSHADER structure, for compability between GLSL and CG
ZZshShader Shader; // GLSL store shader's not as ready programs, but as shaders compilated object. VS and PS should be linked together to
// made a program.
ZZshShaderType ShaderType; // Not every PS and VS are used together, only compatible ones.
ZZshParameter sMemory, sFinal, sBitwiseANDX, sBitwiseANDY, sInterlace, sCLUT;
ZZshParameter sOneColor, sBitBltZ, sInvTexDims;
ZZshParameter fTexAlpha2, fTexOffset, fTexDims, fTexBlock, fClampExts, fTexWrapMode, fRealTexDims, fTestBlack, fPageOffset, fTexAlpha;
int ParametersStart, ParametersFinish; // this is part of UniformsIndex array in which parameters of this shader stored. Last one is ParametersFinish-1
#ifdef _DEBUG
string filename;
#endif
#ifdef NVIDIA_CG_API
void set_uniform_param(ZZshParameter &var, const char *name)
{
ZZshParameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) var = p;
}
bool set_texture(GLuint texobj, const char *name)
{
ZZshParameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
{
cgGLSetTextureParameter(p, texobj);
cgGLEnableTextureParameter(p);
return true;
}
return false;
}
bool connect(ZZshParameter &tex, const char *name)
{
ZZshParameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
{
cgConnectParameter(tex, p);
return true;
}
return false;
}
bool set_texture(ZZshParameter &tex, const char *name)
{
ZZshParameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
{
//cgGLEnableTextureParameter(p);
tex = p;
return true;
}
return false;
}
bool set_shader_const(float4 v, const char *name)
{
ZZshParameter p;
p = cgGetNamedParameter(prog, name);
if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
{
cgGLSetParameter4fv(p, v);
return true;
}
return false;
}
#endif
};
#else
const GLenum g_texture_target[11] = {GL_TEXTURE_RECTANGLE, GL_TEXTURE_RECTANGLE, GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_2D, GL_TEXTURE_3D, GL_TEXTURE_RECTANGLE, GL_TEXTURE_RECTANGLE, GL_TEXTURE_RECTANGLE, GL_TEXTURE_2D, GL_TEXTURE_RECTANGLE};
extern uint g_current_texture_bind[11];
struct SamplerParam {
int unit;
GLuint texid;
GLenum target;
SamplerParam() : unit(-1), texid(0), target(0) {}
void set_unit(int new_unit) {
assert(new_unit < 11);
unit = new_unit;
target = g_texture_target[new_unit];
}
void enable_texture() {
assert(unit >= 0);
assert(unit < 11);
if (texid) {
// Unfortunately there is a nastly corner case
// 1/ Attach a texture to the unit
// 2/ delete the texture
// 3/ recreate a texture (with same id)
// 4/ => texture need to be reattached again...
#if 0
if (g_current_texture_bind[unit] != texid) {
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(target, texid);
g_current_texture_bind[unit] = texid;
}
#else
glActiveTexture(GL_TEXTURE0 + unit);
glBindTexture(target, texid);
#endif
}
}
void set_texture(GLuint new_texid) {
texid = new_texid;
}
void release_texture() {
texid = 0;
}
};
struct FRAGMENTSHADER
{
FRAGMENTSHADER() : prog(sZero)
, program(0)
, context(0)
, sMemory(0) // dual context need 2 slots
, sFinal(2)
, sBitwiseANDX(3)
, sBitwiseANDY(4)
, sInterlace(5)
, sCLUT(6)
{
// Uniform
sOneColor = (ZZshParameter)offsetof(struct FragmentUniform, g_fOneColor) /4;
sBitBltZ = (ZZshParameter)offsetof(struct FragmentUniform, g_fBitBltZ) /4;
sInvTexDims = (ZZshParameter)offsetof(struct FragmentUniform, g_fInvTexDims) /4;
fTexAlpha = (ZZshParameter)offsetof(struct FragmentUniform, g_fTexAlpha) /4;
fTexAlpha2 = (ZZshParameter)offsetof(struct FragmentUniform, g_fTexAlpha2) /4;
fTexOffset = (ZZshParameter)offsetof(struct FragmentUniform, g_fTexOffset) /4;
fTexDims = (ZZshParameter)offsetof(struct FragmentUniform, g_fTexDims) /4;
fTexBlock = (ZZshParameter)offsetof(struct FragmentUniform, g_fTexBlock) /4;
fClampExts = (ZZshParameter)offsetof(struct FragmentUniform, g_fClampExts) /4; // FIXME: There is a bug, that lead FFX-1 to incorrect CLAMP if this uniform have context.
fTexWrapMode = (ZZshParameter)offsetof(struct FragmentUniform, g_fTexWrapMode) /4;
fRealTexDims = (ZZshParameter)offsetof(struct FragmentUniform, g_fRealTexDims) /4;
fTestBlack = (ZZshParameter)offsetof(struct FragmentUniform, g_fTestBlack) /4;
fPageOffset = (ZZshParameter)offsetof(struct FragmentUniform, g_fPageOffset) /4;
//sFinal = 2;
//sBitwiseANDX = 3;
//sBitwiseANDY = 4;
//sInterlace = 5;
//sCLUT = 6;
samplers[sMemory].set_unit(10);
samplers[sMemory+1].set_unit(10); // Dual context. Use same unit
samplers[sFinal].set_unit(1);
samplers[sBitwiseANDX].set_unit(6);
samplers[sBitwiseANDY].set_unit(7);
samplers[sInterlace].set_unit(8);
samplers[sCLUT].set_unit(9);
prog.isFragment = true;
prog.link = (void*)this;
}
ZZshShaderLink prog; // it link to FRAGMENTSHADER structure, for compability between GLSL and CG
ZZshProgram program;
uint context;
FragmentUniform uniform_buffer[ZZSH_CTX_ALL];
// sampler
const ZZshParameter sMemory;
const ZZshParameter sFinal, sBitwiseANDX, sBitwiseANDY, sInterlace, sCLUT;
SamplerParam samplers[7];
// uniform
ZZshParameter sOneColor, sBitBltZ, sInvTexDims;
ZZshParameter fTexAlpha2, fTexOffset, fTexDims, fTexBlock, fClampExts, fTexWrapMode, fRealTexDims, fTestBlack, fPageOffset, fTexAlpha;
#ifdef _DEBUG
string filename;
#endif
void ZZshSetParameter4fv(ZZshParameter param, const float* v) {
if (IsDualContext(param))
uniform_buffer[context].SettleFloat((int) param, v);
else
for ( int i = 0; i < ZZSH_CTX_ALL ; i++)
uniform_buffer[i].SettleFloat((int) param, v);
}
bool IsDualContext(ZZshParameter param) {
if (param == sInvTexDims || param == sBitBltZ || param == sOneColor)
return false;
else
return true;
}
void enable_texture() {
samplers[sMemory+context].enable_texture(); // sMemory is dual context
for (int i = 2; i < 7; i++)
samplers[i].enable_texture();
}
void set_texture(ZZshParameter param, GLuint texid) {
if (param == sMemory) // sMemory is dual context
samplers[sMemory+context].set_texture(texid);
else
samplers[param].set_texture(texid);
}
void release_prog() {
if(program) {
glDeleteProgram(program);
program = 0;
}
for (uint i = 0; i < 7 ; i++)
samplers[i].release_texture();
}
void set_context(uint new_context) { context = new_context * NOCONTEXT;}
};
#endif
#ifdef GLSL4_API
struct COMMONSHADER
{
COMMONSHADER() : context(0)
, sBlocks(0)
, sBilinearBlocks(1)
, sConv16to32(2)
, sConv32to16(3)
{
// sBlocks = 0;
// sBilinearBlocks = 1;
// sConv16to32 = 2;
// sConv32to16 = 3;
samplers[sBlocks].set_unit(2);
samplers[sBilinearBlocks].set_unit(3);
samplers[sConv16to32].set_unit(4);
samplers[sConv32to16].set_unit(5);
g_fparamFogColor = (ZZshParameter)offsetof(struct GlobalUniform, g_fFogColor) /4;
g_vparamPosXY = (ZZshParameter)offsetof(struct GlobalUniform, g_fPosXY) /4;
g_fBilinear = (ZZshParameter)offsetof(struct ConstantUniform, g_fBilinear) /4;
g_fZBias = (ZZshParameter)offsetof(struct ConstantUniform, g_fZbias) /4;
g_fc0 = (ZZshParameter)offsetof(struct ConstantUniform, g_fc0) /4;
g_fMult = (ZZshParameter)offsetof(struct ConstantUniform, g_fMult) /4;
g_fZ = (ZZshParameter)offsetof(struct ConstantUniform, g_fZ) /4;
g_fZMin = (ZZshParameter)offsetof(struct ConstantUniform, g_fZMin) /4;
g_fZNorm = (ZZshParameter)offsetof(struct ConstantUniform, g_fZNorm) /4;
g_fExactColor = (ZZshParameter)offsetof(struct ConstantUniform, g_fExactColor) /4;
// Setup the constant buffer
// 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);
}
uniform_buffer_constant.SettleFloat(g_fZ, g_vdepth );
uniform_buffer_constant.SettleFloat(g_fZMin, vlogz );
const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
float4 vnorm = float4(g_filog32, 0, 0,0);
uniform_buffer_constant.SettleFloat(g_fZNorm, vnorm);
uniform_buffer_constant.SettleFloat(g_fBilinear, float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ) );
uniform_buffer_constant.SettleFloat(g_fZBias, float4(1.0f/256.0f, 1.0004f, 1, 0.5f) );
uniform_buffer_constant.SettleFloat(g_fc0, float4(0,1, 0.001f, 0.5f) );
uniform_buffer_constant.SettleFloat(g_fExactColor, float4(0.5f, (conf.settings().exact_color)?0.9f/256.0f:0.5f/256.0f, 0,1/255.0f) );
uniform_buffer_constant.SettleFloat(g_fMult, float4(1/1024.0f, 0.2f/1024.0f, 1/128.0f, 1/512.0f));
}
ZZshParameter g_fparamFogColor, g_vparamPosXY;
ZZshParameter g_fBilinear, g_fZBias, g_fc0, g_fMult, g_fZ, g_fZMin, g_fZNorm, g_fExactColor;
uint context;
GlobalUniform uniform_buffer[ZZSH_CTX_ALL];
ConstantUniform uniform_buffer_constant;
// Sampler
const ZZshParameter sBlocks, sBilinearBlocks, sConv16to32, sConv32to16;
SamplerParam samplers[4];
void ZZshSetParameter4fv(ZZshParameter param, const float* v) {
if (IsDualContext(param))
uniform_buffer[context].SettleFloat((int) param, v);
else
for ( int i = 0; i < ZZSH_CTX_ALL ; i++)
uniform_buffer[i].SettleFloat((int) param, v);
}
bool IsDualContext(ZZshParameter param) {
if (param == g_vparamPosXY) return true;
else return false;
}
void set_texture(ZZshParameter param, GLuint texid) {
samplers[param].set_texture(texid);
}
void enable_texture() {
for (int i = 0; i < 4; i++)
samplers[i].enable_texture();
}
void set_context(uint new_context) { context = new_context * NOCONTEXT;}
};
#endif
#ifndef GLSL4_API
struct VERTEXSHADER
{
VERTEXSHADER() : prog(sZero), Shader(0), sBitBltPos(pZero), sBitBltTex(pZero) {}
ZZshShaderLink prog;
ZZshShader Shader;
ZZshShaderType ShaderType;
ZZshParameter sBitBltPos, sBitBltTex, fBitBltTrans; // vertex shader constants
int ParametersStart, ParametersFinish;
};
#else
struct VERTEXSHADER
{
VERTEXSHADER() : prog(sZero), program(0), context(0)
{
sBitBltPos = (ZZshParameter)offsetof(struct VertexUniform, g_fBitBltPos) /4;
sBitBltTex = (ZZshParameter)offsetof(struct VertexUniform, g_fBitBltTex) /4;
fBitBltTrans = (ZZshParameter)offsetof(struct VertexUniform, g_fBitBltTrans) /4;
// Default value not sure it is needed
uniform_buffer[0].SettleFloat(fBitBltTrans, float4(0.5f, -0.5f, 0.5, 0.5 + 0.4/416.0f ) );
uniform_buffer[1].SettleFloat(fBitBltTrans, float4(0.5f, -0.5f, 0.5, 0.5 + 0.4/416.0f ) );
prog.isFragment = false;
prog.link = (void*)this;
}
VertexUniform uniform_buffer[ZZSH_CTX_ALL];
ZZshShaderLink prog;
ZZshProgram program;
uint context;
ZZshParameter sBitBltPos, sBitBltTex, fBitBltTrans; // vertex shader constants
void ZZshSetParameter4fv(ZZshParameter param, const float* v) {
if (IsDualContext(param))
uniform_buffer[context].SettleFloat((int) param, v);
else
for ( int i = 0; i < ZZSH_CTX_ALL ; i++)
uniform_buffer[i].SettleFloat((int) param, v);
}
bool IsDualContext(ZZshParameter param) { return false;}
void set_context(uint new_context) { context = new_context * NOCONTEXT;}
void release_prog() {
if(program) {
glDeleteProgram(program);
program = 0;
}
}
};
#endif
#ifdef GLSL4_API
#define SAFE_RELEASE_PROG(x) { \
if ((x.link) != NULL) { \
if (x.isFragment) { \
FRAGMENTSHADER* shader = (FRAGMENTSHADER*)x.link; \
shader->release_prog(); \
} else { \
VERTEXSHADER* shader = (VERTEXSHADER*)x.link; \
shader->release_prog(); \
} \
} \
}
#endif
extern VERTEXSHADER pvsBitBlt;
extern FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne; // ppsOne used to stop using shaders for draw
extern FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
extern FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
extern FRAGMENTSHADER ppsCRTC[2], /*ppsCRTC24[2],*/ ppsCRTCTarg[2];
#ifdef GLSL4_API
extern COMMONSHADER g_cs;
#endif
extern int interlace_mode;
enum CRTC_TYPE
{
CRTC_RENDER,
//CRTC_RENDER_24,
CRTC_RENDER_TARG
};
static __forceinline FRAGMENTSHADER* curr_ppsCRTC() { return &ppsCRTC[interlace_mode]; }
//static __forceinline FRAGMENTSHADER* curr_ppsCRTC24() { return &ppsCRTC24[interlace_mode]; }
static __forceinline FRAGMENTSHADER* curr_ppsCRTCTarg() { return &ppsCRTCTarg[interlace_mode]; }
static __forceinline FRAGMENTSHADER* curr_pps(CRTC_TYPE render_type)
{
switch (render_type)
{
case CRTC_RENDER: return curr_ppsCRTC();
//case CRTC_RENDER_24: return curr_ppsCRTC24();
case CRTC_RENDER_TARG: return curr_ppsCRTCTarg();
default: return NULL;
}
}
// ------------------------- Functions -------------------------------
#ifdef NVIDIA_CG_API
inline bool ZZshExistProgram(FRAGMENTSHADER* pf) {return (pf->prog != NULL); }; // We don't check ps != NULL, so be warned,
inline bool ZZshExistProgram(VERTEXSHADER* pf) {return (pf->prog != NULL); };
inline bool ZZshExistProgram(ZZshShaderLink prog) {return (prog != NULL); };
#endif
#if defined(GLSL_API) && !defined(GLSL4_API)
inline bool ZZshExistProgram(FRAGMENTSHADER* pf) {return (pf->Shader != 0); };
inline bool ZZshExistProgram(VERTEXSHADER* pf) {return (pf->Shader != 0); };
inline bool ZZshExistProgram(ZZshShaderLink prog) {return (prog.link != NULL); } // This is used for pvs mainly. No NULL means that we do LOAD_VS
#endif
#if defined(GLSL4_API)
inline bool ZZshExistProgram(FRAGMENTSHADER* pf) {return (pf->program != 0); };
inline bool ZZshExistProgram(VERTEXSHADER* pf) {return (pf->program != 0); };
inline bool ZZshExistProgram(ZZshShaderLink prog) {return (prog.link != NULL); } // This is used for pvs mainly. No NULL means that we do LOAD_VS
#endif
extern const char* ShaderCallerName;
extern const char* ShaderHandleName;
inline void SetShaderCaller(const char* Name) {
ShaderCallerName = Name;
}
inline void SetHandleName(const char* Name) {
ShaderHandleName = Name;
}
inline void ResetShaderCounters() {
// g_vsprog = g_psprog = sZero;
}
/////////////////////////////////////////////////////////////////
// Improvement:
// * store the location of uniform. Avoid to call glGetUniformLocation a lots of time
// * Use separate shader build pipeline: current code emulate this behavior but with the recent opengl4
// it would be much more easier to code it.
/////////////////////////////////////////////////////////////////
// GLSL: Stub
extern bool ZZshCheckProfilesSupport();
// Try various Shader to choose supported configuration
// g_nPixelShaderVer -> SHADER_ACCURATE and SHADER_REDUCED
// Honestly we can probably stop supporting those cards.
extern bool ZZshStartUsingShaders();
// Open the shader file into an source array
extern bool ZZshCreateOpenShadersFile();
// Those 2 functions are used to stop/start shader. The idea is to draw the HUD text.
// Enable is not implemented and it is likely to stop everythings
extern void ZZshGLDisableProfile();
extern void ZZshGLEnableProfile();
// Set the Uniform parameter in host (NOT GL)
// Param seem to be an absolute index inside a table of uniform
extern void ZZshSetParameter4fv(ZZshShaderLink& prog, ZZshParameter param, const float* v, const char* name);
extern void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name);
extern void ZZshSetParameter4fvWithRetry(ZZshParameter* param, ZZshShaderLink& prog, const float* v, const char* name);
// Set the Texture parameter in host (NOT GL)
extern void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name);
extern void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name);
// Set a default value for 1 uniform in host (NOT GL)
extern void ZZshDefaultOneColor( FRAGMENTSHADER& ptr );
// Link then run with the new Vertex/Fragment Shader
extern void ZZshSetVertexShader(ZZshShaderLink prog);
extern void ZZshSetPixelShader(ZZshShaderLink prog);
// Compile standalone Fragment/Vertex shader program
// Note It also init all the Uniform parameter in host (NOT GL)
extern bool ZZshLoadExtraEffects();
// Clean some stuff on exit
extern void ZZshExitCleaning();
extern FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
// only sets a limited amount of state (for Update)
void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, bool CheckVB, FRAGMENTSHADER* pfragment, int force);
extern u32 ptexBlocks; // holds information on block tiling. It's texture number in OpenGL -- if 0 than such texture
extern u32 ptexConv16to32; // does not exists. This textures should be created on start and released on finish.
extern u32 ptexBilinearBlocks;
extern u32 ptexConv32to16;
#ifdef GLSL4_API
extern GSUniformBufferOGL *constant_buffer;
extern GSUniformBufferOGL *common_buffer;
extern GSUniformBufferOGL *vertex_buffer;
extern GSUniformBufferOGL *fragment_buffer;
extern GSVertexBufferStateOGL *vertex_array;
extern GLenum g_current_vs;
extern GLenum g_current_ps;
extern void init_shader();
extern void PutParametersInProgram(VERTEXSHADER* vs, FRAGMENTSHADER* ps);
extern void init_shader();
extern void ZZshSetupShader();
#endif
#endif