mirror of https://github.com/PCSX2/pcsx2.git
95 lines
3.1 KiB
C
95 lines
3.1 KiB
C
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#ifndef __ZEROGS_SHADERS_H__
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#define __ZEROGS_SHADERS_H__
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#define NUM_FILTERS 2 // texture filtering
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#define NUM_TYPES 5 // types of texture read modes
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#define NUM_TEXWRAPS 4 // texture wrapping
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#define SHADER_REDUCED 1 // equivalent to ps2.0
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#define SHADER_ACCURATE 2 // for older cards with less accurate math (ps2.x+)
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#define NUM_SHADERS (NUM_FILTERS*NUM_TYPES*NUM_TEXWRAPS*32) // # shaders for a given ps
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const static char* g_pShaders[] = { "full", "reduced", "accurate", "accurate-reduced" };
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const static char* g_pPsTexWrap[] = { "-DREPEAT", "-DCLAMP", "-DREGION_REPEAT", NULL };
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const static char* g_pTexTypes[] = { "32", "tex32", "clut32", "tex32to16", "tex16to8h" };
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#define TEXWRAP_REPEAT 0
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#define TEXWRAP_CLAMP 1
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#define TEXWRAP_REGION_REPEAT 2
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#define TEXWRAP_REPEAT_CLAMP 3
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inline int GET_SHADER_INDEX(int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int context, int ps)
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{
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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);
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}
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extern CGcontext g_cgcontext;
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static CGprogram LoadShaderFromType(const char* srcdir, const char* srcfile, int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int ps, int context)
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{
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assert( texwrap < NUM_TEXWRAPS);
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assert( type < NUM_TYPES );
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char str[255], strctx[255];
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sprintf(str, "Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]);
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sprintf(strctx, "-I%s%s", srcdir, context?"ctx1":"ctx0");
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vector<const char*> macros;
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macros.push_back(strctx);
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#ifdef _DEBUG
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macros.push_back("-bestprecision");
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#endif
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if( g_pPsTexWrap[texwrap] != NULL ) macros.push_back(g_pPsTexWrap[texwrap]);
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if( writedepth ) macros.push_back("-DWRITE_DEPTH");
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if( testaem ) macros.push_back("-DTEST_AEM");
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if( exactcolor ) macros.push_back("-DEXACT_COLOR");
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if( ps & SHADER_ACCURATE ) macros.push_back("-DACCURATE_DECOMPRESSION");
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macros.push_back(NULL);
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CGprogram prog = cgCreateProgramFromFile(g_cgcontext, CG_SOURCE, srcfile, CG_PROFILE_ARBFP1, str, ¯os[0]);
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if( !cgIsProgram(prog) ) {
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printf("Failed to load shader %s: \n%s\n", str, cgGetLastListing(g_cgcontext));
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return NULL;
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}
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return prog;
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}
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struct SHADERHEADER
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{
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unsigned int index, offset, size; // if highest bit of index is set, pixel shader
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};
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#define SH_WRITEDEPTH 0x2000 // depth is written
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#define SH_CONTEXT1 0x1000 // context1 is used
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#define SH_REGULARVS 0x8000
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#define SH_TEXTUREVS 0x8001
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#define SH_REGULARFOGVS 0x8002
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#define SH_TEXTUREFOGVS 0x8003
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#define SH_REGULARPS 0x8004
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#define SH_REGULARFOGPS 0x8005
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#define SH_BITBLTVS 0x8006
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#define SH_BITBLTPS 0x8007
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#define SH_BITBLTDEPTHPS 0x8009
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#define SH_CRTCTARGPS 0x800a
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#define SH_CRTCPS 0x800b
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#define SH_CRTC24PS 0x800c
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#define SH_ZEROPS 0x800e
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#define SH_BASETEXTUREPS 0x800f
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#define SH_BITBLTAAPS 0x8010
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#define SH_CRTCTARGINTERPS 0x8012
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#define SH_CRTCINTERPS 0x8013
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#define SH_CRTC24INTERPS 0x8014
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#define SH_BITBLTDEPTHMRTPS 0x8016
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#define SH_CONVERT16TO32PS 0x8020
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#define SH_CONVERT32TO16PS 0x8021
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#define SH_CRTC_NEARESTPS 0x8022
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#define SH_CRTCINTER_NEARESTPS 0x8023
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#endif
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