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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 <map>
#include <fcntl.h> // this for open(). Maybe linux-specific
#include "ps2hw_gl4.h"
// ----------------- 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
const static char* g_pTexTypes[] = { "32", "tex32", "clut32", "tex32to16", "tex16to8h" };
const static char* g_pPsTexWrap[] = { "#define REPEAT 1\n", "#define CLAMP 1\n", "#define REGION_REPEAT 1\n", "\n" };
const int GLSL_VERSION = 330;
// ----------------- 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;
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 = "";
// new for GLSL4
GSUniformBufferOGL *constant_buffer;
GSUniformBufferOGL *common_buffer;
GSUniformBufferOGL *vertex_buffer;
GSUniformBufferOGL *fragment_buffer;
static bool dirty_common_buffer = true;
static bool dirty_vertex_buffer = true;
static bool dirty_fragment_buffer = true;
GSVertexBufferStateOGL *vertex_array = NULL;
COMMONSHADER g_cs;
static GLuint s_pipeline = 0;
uint g_current_texture_bind[11] = {0};
GLenum g_current_vs = 0;
GLenum g_current_ps = 0;
FRAGMENTSHADER ppsDebug;
FRAGMENTSHADER ppsDebug2;
FRAGMENTSHADER ppsDebug3;
//------------------ 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;
}
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;
// test
bool bFailed;
FRAGMENTSHADER* pfrag = ZZshLoadShadeEffect(0, 1, 1, 1, 1, temp, 0, &bFailed);
if( bFailed || pfrag == NULL ) {
return false;
ZZLog::Error_Log("Shader test failed.");
}
ZZLog::Error_Log("Creating extra effects.");
B_G(ZZshLoadExtraEffects(), return false);
return true;
}
// open shader file according to build target
bool ZZshCreateOpenShadersFile() {
return true;
}
void ZZshExitCleaning() {
delete constant_buffer;
delete common_buffer;
delete vertex_buffer;
delete fragment_buffer;
dirty_fragment_buffer = true;
dirty_vertex_buffer = true;
dirty_common_buffer = true;
g_current_ps = 0;
g_current_vs = 0;
for (uint i = 0; i < 11; i++)
g_current_texture_bind[i] = 0;
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
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("CS: texture %d, param %d", texobj, param).c_str() );
#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
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("FS(%d):texture %d, param %d", shader->program, texobj, param).c_str() );
#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);
dirty_fragment_buffer = true;
} else {
VERTEXSHADER* shader = (VERTEXSHADER*)prog.link;
shader->ZZshSetParameter4fv(param, v);
dirty_vertex_buffer = true;
}
#ifdef ENABLE_MARKER
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("prog: uniform (%s) (%f)", name, *v).c_str() );
#endif
}
void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name) {
g_cs.ZZshSetParameter4fv(param, v);
dirty_common_buffer = true;
#ifdef ENABLE_MARKER
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("CS: uniform (%s) (%f)", name, *v).c_str() );
#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) {
ZZshSetParameter4fv(prog, *param, v, name);
}
// Used sometimes for color 1.
void ZZshDefaultOneColor( FRAGMENTSHADER& ptr ) {
ShaderHandleName = "Set Default One colot";
float4 v = float4 ( 1, 1, 1, 1 );
ptr.ZZshSetParameter4fv(ptr.sOneColor, v);
dirty_fragment_buffer = true;
}
//-------------------------------------------------------------------------------------
static bool ValidateProgram(ZZshProgram Prog) {
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);
delete[] InfoLog;
}
return (isValid != 0);
}
static void ValidatePipeline(GLuint pipeline) {
glValidateProgramPipeline(pipeline);
GLint isValid;
glGetProgramPipelineiv(pipeline, GL_VALIDATE_STATUS, &isValid);
if (!isValid) {
int lenght, infologlength;
glGetProgramPipelineiv(pipeline, GL_INFO_LOG_LENGTH, &infologlength);
char* InfoLog = new char[infologlength];
glGetProgramPipelineInfoLog(pipeline, infologlength, &lenght, InfoLog);
ZZLog::Error_Log("Validation %d... %d:\t %s", pipeline, infologlength, InfoLog);
delete[] InfoLog;
}
}
inline bool CompileShaderFromFile(ZZshProgram& program, const std::string& DefineString, std::string main_entry, GLenum ShaderType)
{
std::string header("");
header += format("#version %d\n", GLSL_VERSION);
header += format("#define %s main\n", main_entry.c_str());
if (ShaderType == GL_VERTEX_SHADER) header += "#define VERTEX_SHADER 1\n";
else if (ShaderType == GL_FRAGMENT_SHADER) header += "#define FRAGMENT_SHADER 1\n";
header += DefineString;
const GLchar* ShaderSource[2];
#if 0
// It sucks because it doesn't report the good line for error/warnings!
// But at least this stupid AMD drivers doesn't crash...
ShaderSource[0] = header.append(ps2hw_gl4_glsl).c_str();
program = glCreateShaderProgramv(ShaderType, 1, &ShaderSource[0]);
#else
ShaderSource[0] = header.c_str();
ShaderSource[1] = ps2hw_gl4_glsl;
program = glCreateShaderProgramv(ShaderType, 2, &ShaderSource[0]);
#endif
ZZLog::Debug_Log("Creating program %d for %s", program, main_entry.c_str());
#if defined(DEVBUILD) || defined(_DEBUG)
if (!ValidateProgram(program)) return false;
#endif
return true;
}
//-------------------------------------------------------------------------------------
void ZZshSetupShader() {
VERTEXSHADER* vs = (VERTEXSHADER*)g_vsprog.link;
FRAGMENTSHADER* ps = (FRAGMENTSHADER*)g_psprog.link;
if (vs == NULL || ps == NULL) return;
// From the glValidateProgram docs: "The implementation may use this as an opportunity to perform any internal
// shader modifications that may be required to ensure correct operation of the installed
// shaders given the current GL state"
// It might be a good idea to validate the pipeline also in release mode???
#if defined(DEVBUILD) || defined(_DEBUG)
ValidatePipeline(s_pipeline);
#endif
PutParametersInProgram(vs, ps);
GL_REPORT_ERRORD();
}
void ZZshSetVertexShader(ZZshShaderLink prog) {
g_vsprog = prog;
VERTEXSHADER* vs = (VERTEXSHADER*)g_vsprog.link;
if (!vs) return;
if (vs->program != g_current_vs) {
glUseProgramStages(s_pipeline, GL_VERTEX_SHADER_BIT, vs->program);
g_current_vs = vs->program;
}
}
void ZZshSetPixelShader(ZZshShaderLink prog) {
g_psprog = prog;
FRAGMENTSHADER* ps = (FRAGMENTSHADER*)g_psprog.link;
if (!ps) return;
if (ps->program != g_current_ps) {
glUseProgramStages(s_pipeline, GL_FRAGMENT_SHADER_BIT, ps->program);
g_current_ps = 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);
// FIXME
// In the future it would be better to use directly the common shader
g_vparamPosXY[0] = g_cs.g_vparamPosXY;
g_vparamPosXY[1] = g_cs.g_vparamPosXY;
g_fparamFogColor = g_cs.g_fparamFogColor;
}
void PutParametersInProgram(VERTEXSHADER* vs, FRAGMENTSHADER* ps) {
if (dirty_common_buffer) {
common_buffer->bind();
common_buffer->upload((void*)&g_cs.uniform_buffer[g_cs.context]);
dirty_common_buffer = false;
}
if (dirty_vertex_buffer) {
vertex_buffer->bind();
vertex_buffer->upload((void*)&vs->uniform_buffer[vs->context]);
dirty_vertex_buffer = false;
}
if (dirty_fragment_buffer) {
fragment_buffer->bind();
fragment_buffer->upload((void*)&ps->uniform_buffer[ps->context]);
dirty_fragment_buffer = false;
}
#ifdef ENABLE_MARKER
if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, format("FS(%d): enable texture", ps->program).c_str() );
#endif
g_cs.enable_texture();
ps->enable_texture();
// By default enable the unit 0, so I have the guarantee that any
// texture command won't change current binding of others unit
glActiveTexture(GL_TEXTURE0);
}
std::string BuildGlslMacro(bool writedepth, int texwrap = 3, bool testaem = false, bool exactcolor = false)
{
std::string header("");
if (writedepth) header += "#define WRITE_DEPTH 1\n";
if (testaem) header += "#define TEST_AEM 1\n";
if (exactcolor) header += "#define EXACT_COLOR 1\n";
header += format("%s", g_pPsTexWrap[texwrap]);
//const char* AddAccurate = (ps & SHADER_ACCURATE)?"#define ACCURATE_DECOMPRESSION 1\n":"";
if (conf.settings().no_logz) {
header += "#define NO_LOGZ 1\n";
}
return header;
}
static __forceinline bool LOAD_VS(const std::string& DefineString, const char* name, VERTEXSHADER& vertex, ZZshProfile context)
{
bool flag = CompileShaderFromFile(vertex.program, DefineString, name, GL_VERTEX_SHADER);
vertex.set_context(context);
return flag;
}
static __forceinline bool LOAD_PS(const std::string& DefineString, const char* name, FRAGMENTSHADER& fragment, ZZshProfile context)
{
bool flag = CompileShaderFromFile(fragment.program, DefineString, name, GL_FRAGMENT_SHADER);
fragment.set_context(context);
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;
std::string depth_macro = BuildGlslMacro(true);
std::string empty_macro = BuildGlslMacro(false);
// DEBUG
// Put them first so it is easier to get their program index in apitrace. Namely 3,4,5
if (!LOAD_PS(empty_macro, "ZeroDebugPS", ppsDebug, 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "ZeroDebug2PS", ppsDebug2, 0)) bLoadSuccess = false;
//if (!LOAD_PS(empty_macro, "ZeroDebug3PS", ppsDebug3, 0)) bLoadSuccess = false;
const char* pvsshaders[4] = { "RegularVS", "TextureVS", "RegularFogVS", "TextureFogVS" };
for (int i = 0; i < 4; ++i) {
if (!LOAD_VS(empty_macro, pvsshaders[i], pvsStore[2 * i], 0)) bLoadSuccess = false;
if (!LOAD_VS(empty_macro, pvsshaders[i], pvsStore[2 *i + 1 ], 1)) bLoadSuccess = false;
if (!LOAD_VS(depth_macro, pvsshaders[i], pvsStore[2 *i + 8 ], 0)) bLoadSuccess = false;
if (!LOAD_VS(depth_macro, pvsshaders[i], pvsStore[2 *i + 8 + 1], 1)) bLoadSuccess = false;
}
for (int i = 0; i < 16; ++i)
pvs[i] = pvsStore[i].prog;
if (!LOAD_VS(empty_macro, "BitBltVS", pvsBitBlt, 0)) bLoadSuccess = false;
GL_REPORT_ERRORD();
if (!LOAD_PS(empty_macro, "RegularPS", ppsRegular[0], 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "RegularFogPS", ppsRegular[1], 0)) bLoadSuccess = false;
if( conf.mrtdepth ) {
if (!LOAD_PS(depth_macro, "RegularPS", ppsRegular[2], 0)) bLoadSuccess = false;
if (!bLoadSuccess) conf.mrtdepth = 0;
if (!LOAD_PS(depth_macro, "RegularFogPS", ppsRegular[3], 0)) bLoadSuccess = false;
if (!bLoadSuccess) conf.mrtdepth = 0;
}
if (!LOAD_PS(empty_macro, "BitBltPS", ppsBitBlt[0], 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "BitBltAAPS", ppsBitBlt[1], 0)) bLoadSuccess = false;
if (!bLoadSuccess) {
ZZLog::Error_Log("Failed to load BitBltAAPS, using BitBltPS.");
if (!LOAD_PS(empty_macro, "BitBltPS", ppsBitBlt[1], 0)) bLoadSuccess = false;
}
if (!LOAD_PS(empty_macro, "BitBltDepthPS", ppsBitBltDepth, 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "CRTCTargPS", ppsCRTCTarg[0], 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "CRTCTargInterPS", ppsCRTCTarg[1], 0)) bLoadSuccess = false;
g_bCRTCBilinear = true;
if (!LOAD_PS(empty_macro, "CRTCPS", ppsCRTC[0], 0)) bLoadSuccess = false;
if( !bLoadSuccess ) {
// switch to simpler
g_bCRTCBilinear = false;
if (!LOAD_PS(empty_macro, "CRTCPS_Nearest", ppsCRTC[0], 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "CRTCInterPS_Nearest", ppsCRTC[0], 0)) bLoadSuccess = false;
}
else {
if (!LOAD_PS(empty_macro, "CRTCInterPS", ppsCRTC[1], 0)) bLoadSuccess = false;
}
if( !bLoadSuccess )
ZZLog::Error_Log("Failed to create CRTC shaders.");
// if (!LOAD_PS(empty_macro, "CRTC24PS", ppsCRTC24[0], 0)) bLoadSuccess = false;
// if (!LOAD_PS(empty_macro, "CRTC24InterPS", ppsCRTC24[1], 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "ZeroPS", ppsOne, 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "BaseTexturePS", ppsBaseTexture, 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "Convert16to32PS", ppsConvert16to32, 0)) bLoadSuccess = false;
if (!LOAD_PS(empty_macro, "Convert32to16PS", ppsConvert32to16, 0)) bLoadSuccess = false;
GL_REPORT_ERRORD();
return true;
}
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 );
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, 0, 0);
if( pbFailed != NULL ) *pbFailed = false;
FRAGMENTSHADER* pf = ppsTexture+index;
if (ZZshExistProgram(pf))
{
return pf;
}
std::string macro = BuildGlslMacro(s_bWriteDepth, texwrap, testaem, exactcolor);
std::string main_entry = format("Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]);
pf->set_context(context);
if (!CompileShaderFromFile(pf->program, macro, main_entry, GL_FRAGMENT_SHADER)) {
ZZLog::Error_Log("Failed to create shader %d,%d,%d,%d.", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = false;
return NULL;
}
return pf;
}
#endif // GLSL4_API