pcsx2/plugins/zzogl-pg/opengl/ZZoglShadersGLSL4.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., 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
// #define ENABLE_MARKER // Fire some marker for opengl Debugger (apitrace, gdebugger)
//------------------ 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] = {""};
ZZshProgram CompiledPrograms[MAX_ACTIVE_SHADERS][MAX_ACTIVE_SHADERS] = {{0}};
// new for GLSL4
GSUniformBufferOGL *constant_buffer;
GSUniformBufferOGL *common_buffer;
GSUniformBufferOGL *vertex_buffer;
GSUniformBufferOGL *fragment_buffer;
GSVertexBufferStateOGL *vertex_array;
COMMONSHADER g_cs;
static GLuint s_pipeline = 0;
//FRAGMENTSHADER ppsDebug;
//FRAGMENTSHADER ppsDebug2;
//------------------ 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( 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;
glDeleteProgramPipelines(1, &s_pipeline);
}
// Disable CG
void ZZshGLDisableProfile() { // This stop all other shader programs from running;
glBindProgramPipeline(0);
}
//Enable CG
void ZZshGLEnableProfile() {
glBindProgramPipeline(s_pipeline);
}
//-------------------------------------------------------------------------------------
// The same function for texture, also to cgGLEnable
void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name) {
#ifdef ENABLE_MARKER
char* debug = new char[100];
sprintf(debug, "CS: texture %d, param %d", texobj, param);
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
#endif
g_cs.set_texture(param, texobj);
}
void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name) {
FRAGMENTSHADER* shader = (FRAGMENTSHADER*)prog.link;
#ifdef ENABLE_MARKER
char* debug = new char[100];
sprintf(debug, "FS(%d):texture %d, param %d", shader->program, texobj, param);
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
#endif
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);
}
#ifdef ENABLE_MARKER
char* debug = new char[100];
sprintf(debug, "prog: uniform (%s) (%f)", name, *v);
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
#endif
}
void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name) {
g_cs.ZZshSetParameter4fv(param, v);
#ifdef ENABLE_MARKER
char* debug = new char[100];
sprintf(debug, "CS: uniform (%s) (%f)", name, *v);
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
#endif
}
// 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");
ptr.ZZshSetParameter4fv(ptr.sOneColor, v);
}
//-------------------------------------------------------------------------------------
const GLchar * EmptyVertex = "void main(void) {gl_Position = ftransform();}";
const GLchar * EmptyFragment = "void main(void) {gl_FragColor = gl_Color;}";
inline bool GetCompilationLog(ZZshProgram program) {
#if defined(DEVBUILD) || defined(_DEBUG)
GLint log_length = 0;
glGetProgramiv(program, GL_INFO_LOG_LENGTH, &log_length);
char* log = new char[log_length];
glGetProgramInfoLog(program, log_length, NULL, log);
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;
}
delete [] log;
#endif
return true;
}
static bool ValidateProgram(ZZshProgram Prog) {
#if defined(DEVBUILD) || defined(_DEBUG)
GLint isValid;
glValidateProgram(Prog);
glGetProgramiv(Prog, GL_VALIDATE_STATUS, &isValid);
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
}
inline bool CompileShader(ZZshProgram& program, const char* DefineString, const char* name, GLenum shaderType, bool empty = false) {
const GLchar* ShaderSource[2];
ShaderSource[0] = (const GLchar*)DefineString;
// 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]);
ZZLog::Debug_Log("Creating program %d for %s", program, name);
if (!GetCompilationLog(program)) {
ZZLog::Error_Log("Failed to compile shader for %s:", name);
return false;
}
ShaderNames[program] = name;
GL_REPORT_ERRORD();
if (!ValidateProgram(program)) return false;
return true;
}
inline bool LoadShaderFromFile(ZZshProgram& program, const char* DefineString, const char* name, GLenum ShaderType, bool empty = false) { // Linux specific, as I presume
if (!CompileShader(program, DefineString, name, ShaderType, empty)) {
ZZLog::Error_Log("Failed to compile shader for %s: ", name);
return false;
}
ZZLog::Error_Log("Compile shader for %s... Ok",name);
return true;
}
//-------------------------------------------------------------------------------------
static void PutParametersAndRun(VERTEXSHADER* vs, FRAGMENTSHADER* ps) {
UNIFORM_ERROR_LOG("Run program %s(%d) \t+\t%s(%d)", ShaderNames[vs->program], vs->program, ShaderNames[ps->program], ps->program);
PutParametersInProgram(vs, ps);
#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
GL_REPORT_ERRORD();
}
void ZZshSetupShader() {
VERTEXSHADER* vs = (VERTEXSHADER*)g_vsprog.link;
FRAGMENTSHADER* ps = (FRAGMENTSHADER*)g_psprog.link;
if (vs == NULL || ps == NULL) return;
PutParametersAndRun(vs, ps);
}
void ZZshSetVertexShader(ZZshShaderLink prog) {
g_vsprog = prog;
VERTEXSHADER* vs = (VERTEXSHADER*)g_vsprog.link;
if (!vs) return;
glUseProgramStages(s_pipeline, GL_VERTEX_SHADER_BIT, vs->program);
}
void ZZshSetPixelShader(ZZshShaderLink prog) {
g_psprog = prog;
FRAGMENTSHADER* ps = (FRAGMENTSHADER*)g_psprog.link;
if (!ps) return;
glUseProgramStages(s_pipeline, GL_FRAGMENT_SHADER_BIT, ps->program);
}
//------------------------------------------------------------------------------------------------------------------
void init_shader() {
// 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)
// 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);
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);
glGenProgramPipelines(1, &s_pipeline);
glBindProgramPipeline(s_pipeline);
}
void PutParametersInProgram(VERTEXSHADER* vs, FRAGMENTSHADER* ps) {
common_buffer->bind();
common_buffer->upload((void*)&g_cs.uniform_buffer[g_cs.context]);
vertex_buffer->bind();
vertex_buffer->upload((void*)&vs->uniform_buffer[vs->context]);
fragment_buffer->bind();
fragment_buffer->upload((void*)&ps->uniform_buffer[ps->context]);
#ifdef ENABLE_MARKER
char* debug = new char[100];
sprintf(debug, "FS(%d): enable texture", ps->program);
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
#endif
g_cs.enable_texture();
ps->enable_texture();
}
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->context = context;
}
void SetupVertexProgramParameters(VERTEXSHADER* pf, int context)
{
pf->prog.link = (void*)pf; // Setting autolink
pf->prog.isFragment = false; // Setting autolink
pf->context = context;
}
//const int GLSL_VERSION = 130; // Sampler2DRect appear in 1.3
const int GLSL_VERSION = 330;
// 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 compatibility\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", temp);
//ZZLog::WriteLn("Define for VS == '%s'", DefineString);
flag = LoadShaderFromFile(vertex.program, DefineString, name, GL_VERTEX_SHADER);
SetupVertexProgramParameters(&vertex, context * NOCONTEXT);
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", temp);
//ZZLog::WriteLn("Define for PS == '%s'", DefineString);
flag = LoadShaderFromFile(fragment.program, DefineString, name, GL_FRAGMENT_SHADER);
SetupFragmentProgramParameters(&fragment, context * NOCONTEXT, 0);
return flag;
}
inline bool LoadEffects()
{
// clear the textures
for(u32 i = 0; i < ArraySize(ppsTexture); ++i)
ppsTexture[i].release_prog();
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;
// DEBUG
// if (!LOAD_PS(DefineString, "ZeroDebugPS", ppsDebug, cgfProf, 0, "")) bLoadSuccess = false;
// if (!LOAD_PS(DefineString, "ZeroDebug2PS", ppsDebug2, 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 ZZshProgram LoadShaderFromType(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 );
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);
ZZshProgram program;
if (!LoadShaderFromFile(program, DefineString, name, GL_FRAGMENT_SHADER))
return LoadShaderFromFile(program, DefineString, name, GL_FRAGMENT_SHADER, true);
ZZLog::Debug_Log("Create new 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 program;
}
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->program = LoadShaderFromType(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::Check_GL_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 // GLSL4_API