mirror of https://github.com/PCSX2/pcsx2.git
zzogl-pg: Work on getting the ZZoglShaders header a bit closer to what is in the current zzogl trunk.
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@3768 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -26,6 +26,39 @@
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// ----------------- Defines
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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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#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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using namespace ZeroGS;
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//------------------ Constants
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@ -20,11 +20,25 @@
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#ifndef __ZEROGS_SHADERS_H__
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#define __ZEROGS_SHADERS_H__
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// I'll need to figure out a way to get rid of this dependency... --arcum42
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//#include "GS.h"
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// -- Not very important things, but we keep it to enumerate shader
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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 NUM_SHADERS (NUM_FILTERS*NUM_TYPES*NUM_TEXWRAPS*32) // # shaders for a given ps
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// Just bitmask for different type of shaders
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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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// For output
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const static char* g_pShaders[] = { "full", "reduced", "accurate", "accurate-reduced" };
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#define NVIDIA_CG_API
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// --------------------------- API abstraction level --------------------------------
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#ifdef NVIDIA_CG_API // Code for NVIDIA cg-toolkit API
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#define ZZshProgram CGprogram
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#define ZZshShader CGprogram
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#define ZZshShaderLink CGprogram
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@ -35,73 +49,43 @@
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#define pZero 0 // Zero parameter
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#define sZero 0 // Zero program
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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 SAFE_RELEASE_PROG(x) { if( (x) != NULL ) { cgDestroyProgram(x); x = NULL; } }
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inline bool ZZshActiveParameter(ZZshParameter param) {return (param !=NULL); }
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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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#endif // end NVIDIA cg-toolkit API
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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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enum ZZshShaderType {ZZ_SH_ZERO, ZZ_SH_REGULAR, ZZ_SH_REGULAR_FOG, ZZ_SH_TEXTURE, ZZ_SH_TEXTURE_FOG, ZZ_SH_CRTC};
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// We have "compatible" shaders, as RegularFogVS and RegularFogPS, if we don't need to worry about incompatible shaders.
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// It's used only in GLSL mode.
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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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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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// ------------------------- Variables -------------------------------
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extern int g_nPixelShaderVer;
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extern ZZshShaderLink pvs[16], g_vsprog, g_psprog;
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extern ZZshParameter g_vparamPosXY[2], g_fparamFogColor;
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#define MAX_ACTIVE_UNIFORMS 600
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#define MAX_ACTIVE_SHADERS 400
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struct FRAGMENTSHADER
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{
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FRAGMENTSHADER() : prog(0), sMemory(0), sFinal(0), sBitwiseANDX(0), sBitwiseANDY(0), sInterlace(0), sCLUT(0), sOneColor(0), sBitBltZ(0),
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fTexAlpha2(0), fTexOffset(0), fTexDims(0), fTexBlock(0), fClampExts(0), fTexWrapMode(0),
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fRealTexDims(0), fTestBlack(0), fPageOffset(0), fTexAlpha(0) {}
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FRAGMENTSHADER() : prog(sZero), Shader(0), sMemory(pZero), sFinal(pZero), sBitwiseANDX(pZero), sBitwiseANDY(pZero), sInterlace(pZero), sCLUT(pZero), sOneColor(pZero), sBitBltZ(pZero),
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fTexAlpha2(pZero), fTexOffset(pZero), fTexDims(pZero), fTexBlock(pZero), fClampExts(pZero), fTexWrapMode(pZero),
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fRealTexDims(pZero), fTestBlack(pZero), fPageOffset(pZero), fTexAlpha(pZero) {}
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ZZshShaderLink prog; // it links to the FRAGMENTSHADER structure, for compatibility between GLSL and CG.
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ZZshShader Shader; // GLSL store shaders not as ready programs, but as shader compiled objects. VS and PS should be linked together to
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// make a program.
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ZZshShaderType ShaderType; // Not every PS and VS are used together, only compatible ones.
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ZZshProgram prog;
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ZZshParameter sMemory, sFinal, sBitwiseANDX, sBitwiseANDY, sInterlace, sCLUT;
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ZZshParameter sOneColor, sBitBltZ, sInvTexDims;
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ZZshParameter fTexAlpha2, fTexOffset, fTexDims, fTexBlock, fClampExts, fTexWrapMode, fRealTexDims, fTestBlack, fPageOffset, fTexAlpha;
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int ParametersStart, ParametersFinish; // this is part of UniformsIndex array in which parameters of this shader asre stored. The last one is ParametersFinish-1
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#ifdef _DEBUG
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string filename;
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#endif
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@ -179,23 +163,48 @@ struct FRAGMENTSHADER
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struct VERTEXSHADER
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{
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VERTEXSHADER() : prog(0), sBitBltPos(0), sBitBltTex(0) {}
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ZZshProgram prog;
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VERTEXSHADER() : prog(sZero), Shader(0), sBitBltPos(pZero), sBitBltTex(pZero) {}
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ZZshShaderLink prog;
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ZZshShader Shader;
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ZZshShaderType ShaderType;
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ZZshParameter sBitBltPos, sBitBltTex, fBitBltTrans; // vertex shader constants
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int ParametersStart, ParametersFinish;
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};
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namespace ZeroGS {
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// Shaders variables
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extern Vector g_vdepth;
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extern Vector vlogz;
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extern VERTEXSHADER pvsBitBlt;
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extern FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne; // ppsOne used to stop using shaders for draw
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extern FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
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bool LoadEffects();
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bool LoadExtraEffects();
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FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
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// only sets a limited amount of state (for Update)
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void SetTexClamping(int context, FRAGMENTSHADER* pfragment);
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void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, bool CheckVB, FRAGMENTSHADER* pfragment, int force);
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}
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// ------------------------- Variables -------------------------------
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extern u8* s_lpShaderResources;
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extern ZZshProfile cgvProf, cgfProf;
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extern int g_nPixelShaderVer;
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extern ZZshProgram pvs[16];
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extern FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
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extern FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2];
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extern ZZshProgram g_vsprog, g_psprog;
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extern ZZshParameter g_vparamPosXY[2], g_fparamFogColor;
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// ------------------------- Functions -------------------------------
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#ifdef NVIDIA_CG_API
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inline bool ZZshExistProgram(FRAGMENTSHADER* pf) {return (pf->prog != NULL); }; // We don't check ps != NULL, so be warned,
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inline bool ZZshExistProgram(VERTEXSHADER* pf) {return (pf->prog != NULL); };
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inline bool ZZshExistProgram(ZZshShaderLink prog) {return (prog != NULL); };
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#endif
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extern const char* ShaderCallerName;
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extern const char* ShaderHandleName;
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ShaderHandleName = Name;
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}
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inline void ResetShaderCounters() {
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// g_vsprog = g_psprog = sZero;
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}
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extern bool ZZshCheckProfilesSupport();
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extern bool ZZshStartUsingShaders();
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extern void ZZshGLDisableProfile();
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extern void ZZshSetVertexShader(ZZshShader prog);
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extern void ZZshSetPixelShader(ZZshShader prog);
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#define SAFE_RELEASE_PROG(x) { if( (x) != NULL ) { cgDestroyProgram(x); x = NULL; } }
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namespace ZeroGS {
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// Shaders variables
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extern Vector g_vdepth;
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extern Vector vlogz;
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extern VERTEXSHADER pvsBitBlt;
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extern FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne;
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extern FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
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bool LoadEffects();
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bool LoadExtraEffects();
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FRAGMENTSHADER* LoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
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// only sets a limited amount of state (for Update)
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void SetTexClamping(int context, FRAGMENTSHADER* pfragment);
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void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, bool CheckVB, FRAGMENTSHADER* pfragment, int force);
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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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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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#endif
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