/* 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 */ #if defined(GLSL_API) && !defined(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 #include #include // this for open(). Maybe linux-specific #include // 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 MAX_UNIFORM_NAME_SIZE 20 #define DEFINE_STRING_SIZE 256 //------------------ 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; ZZshProgram ZZshMainProgram; char* ZZshSource; // Shader's source data. off_t ZZshSourceSize; extern char EFFECT_NAME[256]; // All this variables used for testing and set manually extern char EFFECT_DIR[256]; 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; struct SHADERHEADER { unsigned int index, offset, size; // if highest bit of index is set, pixel shader }; map mapShaderResources; // Debug variable, store name of the function that call the shader. const char* ShaderCallerName = ""; const char* ShaderHandleName = ""; int NumActiveUniforms, NumGlobalUniforms; ZZshParamInfo UniformsIndex[MAX_ACTIVE_UNIFORMS] = {qZero}; const char* ShaderNames[MAX_ACTIVE_SHADERS] = {""}; ZZshShaderType ShaderTypes[MAX_ACTIVE_SHADERS] = {ZZ_SH_NONE}; ZZshProgram CompiledPrograms[MAX_ACTIVE_SHADERS][MAX_ACTIVE_SHADERS] = {{0}}; const char* TextureUnits[NUMBER_OF_SAMPLERS] = {"g_sMemory[0]", "g_sMemory[1]", "g_sSrcFinal", "g_sBitwiseANDX", "g_sBitwiseANDY", "g_sInterlace", \ "g_sCLUT", "g_sBlocks", "g_sBilinearBlocks", "g_sConv16to32", "g_sConv32to16"}; ZZshPARAMTYPE TextureTypes[NUMBER_OF_SAMPLERS] = {ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, \ ZZ_TEXTURE_2D, ZZ_TEXTURE_2D, ZZ_TEXTURE_2D, ZZ_TEXTURE_2D, ZZ_TEXTURE_3D} ; //------------------ 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); */ } float ZeroFloat4[4] = {0}; inline void SettleFloat(float* f, const float* v) { f[0] = v[0]; f[1] = v[1]; f[2] = v[2]; f[3] = v[3]; } inline ZZshParamInfo ParamInfo(const char* ShName, ZZshPARAMTYPE type, const float fvalue[], GLuint sampler, GLint texid, bool Constant, bool Settled) { ZZshParamInfo x; x.ShName = new char[MAX_UNIFORM_NAME_SIZE]; x.ShName = ShName; x.type = type; SettleFloat(x.fvalue, fvalue); x.sampler = sampler; x.texid = texid; x.Constant = Constant; x.Settled = Settled; return x; } inline void SetGlobalUniform(ZZshParameter* param, const char* name) { *param = NumActiveUniforms; UniformsIndex[NumActiveUniforms] = ParamInfo(name, ZZ_FLOAT4, ZeroFloat4, -1, 0, false, false); NumActiveUniforms++; } 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; } // 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( pfrag != NULL ) glLinkProgram(pfrag->Shader); if( bFailed || pfrag == NULL || glGetError() != GL_NO_ERROR) { g_nPixelShaderVer = SHADER_REDUCED; ZZLog::Error_Log("Basic shader test failed."); } } ZZshMainProgram = glCreateProgram(); NumActiveUniforms = 0; SetGlobalUniform(&g_fparamFogColor, "g_fFogColor"); SetGlobalUniform(&g_vparamPosXY[0], "g_fPosXY[0]"); SetGlobalUniform(&g_vparamPosXY[1], NOCONTEXT?"g_fPosXY[1]":"g_fPosXY[0]"); NumGlobalUniforms = NumActiveUniforms; 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.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.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); } // Disable CG void ZZshGLDisableProfile() { // This stop all other shader programs from running; glUseProgram(0); } //Enable CG void ZZshGLEnableProfile() { } //------------------------------------------------------------------------------------- // The same function for texture, also to cgGLEnable void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name) { if (param > -1) { // ZZLog::Error_Log("Set texture parameter %s %d... Ok", name, texobj); UniformsIndex[param].texid = texobj; UniformsIndex[param].Settled = true; } } void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name) { if (param > -1) { // ZZLog::Error_Log("Set texture parameter %s %d... Ok", name, texobj); UniformsIndex[param].texid = texobj; UniformsIndex[param].Settled = true; } } // 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 (param > -1) { // ZZLog::Error_Log("Set float parameter %s %f, %f, %f, %f... Ok", name, v[0], v[1], v[2], v[3]); SettleFloat(UniformsIndex[param].fvalue, v); UniformsIndex[param].Settled = true; } } void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name) { if (param > -1) { // ZZLog::Error_Log("Set float parameter %s %f, %f, %f, %f... Ok", name, v[0], v[1], v[2], v[3]); SettleFloat(UniformsIndex[param].fvalue, v); UniformsIndex[param].Settled = true; } } // 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 (param != NULL) ZZshSetParameter4fv(prog, *param, v, name); } // 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"); } //------------------------------------------------------------------------------------- const GLchar * EmptyVertex = "void main(void) {gl_Position = ftransform();}"; const GLchar * EmptyFragment = "void main(void) {gl_FragColor = gl_Color;}"; inline ZZshProgram UseEmptyProgram(const char* name, GLenum shaderType) { GLuint shader = glCreateShader(shaderType); if (shaderType == GL_VERTEX_SHADER) glShaderSource(shader, 1, &EmptyVertex, NULL); else glShaderSource(shader, 1, &EmptyFragment, NULL); glCompileShader(shader); ZZshProgram prog = glCreateProgram(); glAttachShader(prog, shader); glLinkProgram(prog); if( !glIsProgram(prog) || glGetError() != GL_NO_ERROR ) { ZZLog::Error_Log("Failed to load empty shader for %s:", name); return -1; } ZZLog::Error_Log("Used Empty program for %s... Ok.",name); return prog; } ZZshShaderType ZZshGetShaderType(const char* name) { if (strncmp(name, "TextureFog", 10) == 0) return ZZ_SH_TEXTURE_FOG; if (strncmp(name, "Texture", 7) == 0) return ZZ_SH_TEXTURE; if (strncmp(name, "RegularFog", 10) == 0) return ZZ_SH_REGULAR_FOG; if (strncmp(name, "Regular", 7) == 0) return ZZ_SH_REGULAR; if (strncmp(name, "Zero", 4) == 0) return ZZ_SH_ZERO; return ZZ_SH_CRTC; } inline ZZshShader UseEmptyShader(const char* name, GLenum shaderType) { GLuint shader = glCreateShader(shaderType); if (shaderType == GL_VERTEX_SHADER) glShaderSource(shader, 1, &EmptyVertex, NULL); else glShaderSource(shader, 1, &EmptyFragment, NULL); glCompileShader(shader); ShaderNames[shader] = name; ShaderTypes[shader] = ZZshGetShaderType(name); ZZLog::Error_Log("Used Empty shader for %s... Ok.",name); return shader; } inline bool GetCompilationLog(GLuint shader) { GLint CompileStatus; glGetShaderiv(shader, GL_COMPILE_STATUS, &CompileStatus); if (CompileStatus == GL_TRUE) return true; int* lenght, infologlength; glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologlength); char* InfoLog = new char[infologlength]; glGetShaderInfoLog(shader, infologlength, lenght, InfoLog); ZZLog::Error_Log("Compiling... %d:\t %s", shader, InfoLog); return false; } inline bool CompileShader(ZZshProgram& shader, const char* DefineString, const char* name, GLenum shaderType) { const GLchar* ShaderSource[2]; ShaderSource[0] = (const GLchar*)DefineString; ShaderSource[1] = (const GLchar*)ZZshSource; shader = glCreateShader(shaderType); glShaderSource(shader, 2, &ShaderSource[0], NULL); glCompileShader(shader); ZZLog::Debug_Log("Creating shader %d for %s", shader, name); if (!GetCompilationLog(shader)) { ZZLog::Error_Log("Failed to compile shader for %s:", name); return false; } ShaderTypes[shader] = ZZshGetShaderType(name); ShaderNames[shader] = name; GL_REPORT_ERRORD(); return true; } inline bool LoadShaderFromFile(ZZshShader& shader, const char* DefineString, const char* name, GLenum ShaderType) { // Linux specific, as I presume if (!CompileShader(shader, DefineString, name, ShaderType)) { ZZLog::Error_Log("Failed to compile shader for %s: ", name); return false; } ZZLog::Error_Log("Used shader for %s... Ok",name); return true; } inline bool GetLinkLog(ZZshProgram prog) { GLint LinkStatus; glGetProgramiv(prog, GL_LINK_STATUS, &LinkStatus); int unif, atrib; glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &unif); glGetProgramiv(prog, GL_ACTIVE_ATTRIBUTES, &atrib); UNIFORM_ERROR_LOG("Uniforms %d, attributes %d", unif, atrib); if (LinkStatus == GL_TRUE && glIsProgram(prog)) return true; #if defined(DEVBUILD) || defined(_DEBUG) int* lenght, infologlength; glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &infologlength); char* InfoLog = new char[infologlength]; glGetProgramInfoLog(prog, infologlength, lenght, InfoLog); if (!infologlength == 0) ZZLog::Error_Log("Linking %d... %d:\t %s", prog, infologlength, InfoLog); #endif return false; } //------------------------------------------------------------------------------------- inline ZZshProgram madeProgram(ZZshShader shader, ZZshShader shader2, char* name) { ZZshProgram prog = glCreateProgram(); glAttachShader(prog, shader); if (shader2 != 0) glAttachShader(prog, shader2); glLinkProgram(prog); if (!GetLinkLog(prog)) { ZZLog::Error_Log("Failed to link shader for %s: ", name); prog = UseEmptyProgram(name, GL_FRAGMENT_SHADER); } glDetachShader(prog, shader); ZZLog::Error_Log("Made shader program for %s... Ok",name); return prog; } static void PutParametersInProgam(int start, int finish) { for (int i = start; i < finish; i++) { ZZshParamInfo param = UniformsIndex[i]; GLint location = glGetUniformLocation(ZZshMainProgram, param.ShName); if (location != -1 && param.type != ZZ_UNDEFINED) { UNIFORM_ERROR_LOG("\tTry uniform %d %d %d %s...\t\t", i, location, param.type, param.ShName); if (!param.Settled && !param.Constant) { UNIFORM_ERROR_LOG("\tUnsettled, non-constant uniform, could be bug: %d %s", param.type, param.ShName); continue; } if (param.type == ZZ_FLOAT4) { glUniform4fv(location, 1, param.fvalue); } else { // assert(param.texid != 0); // ZZLog::Error_Log("Set texture (%s) : %d with sampler %d\n", param.ShName, param.texid, param.sampler); // assert(param.sampler >= 0); glActiveTexture(GL_TEXTURE0 + param.sampler); if (param.type == ZZ_TEXTURE_2D) glBindTexture(GL_TEXTURE_2D, param.texid); else if (param.type == ZZ_TEXTURE_3D) glBindTexture(GL_TEXTURE_3D, param.texid); else glBindTexture(GL_TEXTURE_RECTANGLE, param.texid); GL_REPORT_ERRORD(); } if (glGetError() == GL_NO_ERROR) UNIFORM_ERROR_LOG("Ok. Param name %s, location %d, type %d", param.ShName, location, param.type); else ZZLog::Error_Log("error in PutParametersInProgam param name %s, location %d, type %d", param.ShName, location, param.type); if (!param.Constant) // Unset used parameters UniformsIndex[i].Settled == false; } else if (start != 0 && location == -1 && param.Settled) // No global variable ZZLog::Error_Log("Warning! Unused, but set uniform %d, %s", location, param.ShName); } GL_REPORT_ERRORD(); } void PutSInProgam(int start, int finish) { for (int i = start; i < finish; i++) { ZZshParamInfo param = UniformsIndex[i]; GLint location = glGetUniformLocation(ZZshMainProgram, param.ShName); if (location != -1 && param.type != ZZ_UNDEFINED) { if (param.type != ZZ_FLOAT4) { UNIFORM_ERROR_LOG("\tTry sampler %d %d %d %s %d...\t\t", i, location, param.type, param.ShName, param.sampler); if (glGetError() == GL_NO_ERROR) UNIFORM_ERROR_LOG("Ok"); else UNIFORM_ERROR_LOG("error!"); glUniform1i(location, param.sampler); } } } GL_REPORT_ERRORD(); } static bool ValidateProgram(ZZshProgram Prog) { GLint isValid; glGetProgramiv(Prog, GL_VALIDATE_STATUS, &isValid); if (!isValid) { glValidateProgram(Prog); 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); } static void PutParametersAndRun(VERTEXSHADER* vs, FRAGMENTSHADER* ps) { UNIFORM_ERROR_LOG("Run program %s(%d) \t+\t%s(%d)", ShaderNames[vs->Shader], vs->Shader, ShaderNames[ps->Shader], ps->Shader); glUseProgram(ZZshMainProgram); if (glGetError() != GL_NO_ERROR) { ZZLog::Error_Log("Something weird happened on Linking stage."); glUseProgram(0); return; } PutSInProgam(vs->ParametersStart, vs->ParametersFinish); PutSInProgam(ps->ParametersStart, ps->ParametersFinish); PutParametersInProgam(0, NumGlobalUniforms); PutParametersInProgam(vs->ParametersStart, vs->ParametersFinish); PutParametersInProgam(ps->ParametersStart, ps->ParametersFinish); ValidateProgram(ZZshMainProgram); GL_REPORT_ERRORD(); } static void CreateNewProgram(VERTEXSHADER* vs, FRAGMENTSHADER* ps) { ZZLog::Error_Log("\n---> New shader program %d, %s(%d) \t+\t%s(%d).", ZZshMainProgram, ShaderNames[vs->Shader], vs->Shader, ShaderNames[ps->Shader], ps->Shader); if (vs->Shader != 0) glAttachShader(ZZshMainProgram, vs->Shader); if (ps->Shader != 0) glAttachShader(ZZshMainProgram, ps->Shader); glLinkProgram(ZZshMainProgram); if (!GetLinkLog(ZZshMainProgram)) { ZZLog::Error_Log("Main program linkage error, don't use any shader for this stage."); return; } GL_REPORT_ERRORD(); } inline bool ZZshCheckShaderCompatibility(VERTEXSHADER* vs, FRAGMENTSHADER* ps) { if (vs == NULL) return false; if (vs->ShaderType == ZZ_SH_ZERO) return true; // ZeroPS is compatible with everything if (ps == NULL) return false; return (vs->ShaderType == ps->ShaderType); } static void ZZshSetShader(VERTEXSHADER* vs, FRAGMENTSHADER* ps) { if (!ZZshCheckShaderCompatibility(vs, ps)) // We don't need to link uncompatible shaders return; int vss = (vs!=NULL)?vs->Shader:0; int pss = (ps!=NULL)?ps->Shader:0; if (vss !=0 && pss != 0) { if (CompiledPrograms[vss][pss] != 0 && glIsProgram(CompiledPrograms[vss][pss])) { ZZshMainProgram = CompiledPrograms[vs->Shader][ps->Shader]; } else { ZZshProgram NewProgram = glCreateProgram(); ZZshMainProgram = NewProgram; CompiledPrograms[vss][pss] = NewProgram; CreateNewProgram(vs, ps) ; } PutParametersAndRun(vs, ps); GL_REPORT_ERRORD(); } } void ZZshSetVertexShader(ZZshShaderLink prog) { g_vsprog = prog; ZZshSetShader((VERTEXSHADER*)(g_vsprog.link), (FRAGMENTSHADER*)(g_psprog.link)) ; } void ZZshSetPixelShader(ZZshShaderLink prog) { g_psprog = prog; ZZshSetShader((VERTEXSHADER*)(g_vsprog.link), (FRAGMENTSHADER*)(g_psprog.link)) ; } //------------------------------------------------------------------------------------------------------------------ // For several reason texobj could not be put in sampler directly, only though GL_TEXTUREi interface. So we need to check correct sampler for each one. inline void SettleTextureUnit(ZZshParamInfo* param, const char* name) { for (int i = 0; i < NUMBER_OF_SAMPLERS; i++) { if (strcmp(TextureUnits[i], name) == 0) { param->sampler = i; param->type = TextureTypes[i]; return; } } } inline int SetUniformParam(ZZshProgram prog, ZZshParameter* param, const char* name) { GLint p = glGetUniformLocation(prog, name); if (p > -1) { *param = NumActiveUniforms; UniformsIndex[NumActiveUniforms] = ParamInfo(name, ZZ_FLOAT4, ZeroFloat4, -1, 0, false, false); // By define Uniform is FLOAT4 SettleTextureUnit(&(UniformsIndex[NumActiveUniforms]), name); UNIFORM_ERROR_LOG("uniform %s \t\t%d %d", name, p, UniformsIndex[NumActiveUniforms].type); NumActiveUniforms++; } else *param = -1; return p; } #define SET_UNIFORMPARAM(var, name) { \ p = SetUniformParam(prog, &(pf->var), name); \ } #define INIT_SAMPLERPARAM(tex, name) { \ ZZshParameter x; \ p = SetUniformParam(prog, &x, name); \ (UniformsIndex[x]).Constant = true; \ ZZshGLSetTextureParameter(pf->prog, x, tex, name); \ } #define INIT_UNIFORMPARAM(var, name) { \ ZZshParameter x; \ p = SetUniformParam(prog, &x, name); \ (UniformsIndex[x]).Constant = true; \ ZZshSetParameter4fv(pf->prog, x, var, name); \ } char* AddContextToName(const char* name, int context) { char* newname = new char[MAX_UNIFORM_NAME_SIZE]; sprintf(newname, "%s[%d]", name, context * NOCONTEXT); return newname; } static void SetupFragmentProgramParameters(FRAGMENTSHADER* pf, int context, int type) { // uniform parameters GLint p; pf->prog.link = (void*)pf; // Setting autolink pf->prog.isFragment = true; // Setting autolink pf->ShaderType = ShaderTypes[pf->Shader]; pf->ParametersStart = NumActiveUniforms; ZZshProgram prog = madeProgram(pf->Shader, 0, ""); glUseProgram(prog); GL_REPORT_ERRORD(); SET_UNIFORMPARAM(sOneColor, "g_fOneColor"); SET_UNIFORMPARAM(sBitBltZ, "g_fBitBltZ"); SET_UNIFORMPARAM(sInvTexDims, "g_fInvTexDims"); SET_UNIFORMPARAM(fTexAlpha2, AddContextToName("fTexAlpha2", context)); SET_UNIFORMPARAM(fTexOffset, AddContextToName("g_fTexOffset", context)); SET_UNIFORMPARAM(fTexDims, AddContextToName("g_fTexDims", context)); SET_UNIFORMPARAM(fTexBlock, AddContextToName("g_fTexBlock", context)); SET_UNIFORMPARAM(fClampExts, AddContextToName("g_fClampExts", context)); // FIXME: There is a bug, that lead FFX-1 to incorrect CLAMP if this uniform have context. SET_UNIFORMPARAM(fTexWrapMode, AddContextToName("TexWrapMode", context)); SET_UNIFORMPARAM(fRealTexDims, AddContextToName("g_fRealTexDims", context)); SET_UNIFORMPARAM(fTestBlack, AddContextToName("g_fTestBlack", context)); SET_UNIFORMPARAM(fPageOffset, AddContextToName("g_fPageOffset", context)); SET_UNIFORMPARAM(fTexAlpha, AddContextToName("fTexAlpha", context)); GL_REPORT_ERRORD(); // textures INIT_SAMPLERPARAM(ptexBlocks, "g_sBlocks"); if (type == 3) {INIT_SAMPLERPARAM(ptexConv16to32, "g_sConv16to32");} else if (type == 4) {INIT_SAMPLERPARAM(ptexConv32to16, "g_sConv32to16");} else {INIT_SAMPLERPARAM(ptexBilinearBlocks, "g_sBilinearBlocks");} GL_REPORT_ERRORD(); SET_UNIFORMPARAM(sMemory, AddContextToName("g_sMemory", context)); SET_UNIFORMPARAM(sFinal, "g_sSrcFinal"); SET_UNIFORMPARAM(sBitwiseANDX, "g_sBitwiseANDX"); SET_UNIFORMPARAM(sBitwiseANDY, "g_sBitwiseANDY"); SET_UNIFORMPARAM(sCLUT, "g_sCLUT"); SET_UNIFORMPARAM(sInterlace, "g_sInterlace"); GL_REPORT_ERRORD(); // set global shader constants INIT_UNIFORMPARAM(float4(0.5f, (conf.settings().exact_color)?0.9f/256.0f:0.5f/256.0f, 0,1/255.0f), "g_fExactColor"); INIT_UNIFORMPARAM(float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ), "g_fBilinear"); INIT_UNIFORMPARAM(float4(1.0f/256.0f, 1.0004f, 1, 0.5f), "g_fZBias"); INIT_UNIFORMPARAM(float4(0,1, 0.001f, 0.5f), "g_fc0"); INIT_UNIFORMPARAM(float4(1/1024.0f, 0.2f/1024.0f, 1/128.0f, 1/512.0f), "g_fMult"); pf->ParametersFinish = NumActiveUniforms; if (NumActiveUniforms > MAX_ACTIVE_UNIFORMS) ZZLog::Error_Log("Too many shader variables. You may increase the limit in source %d.", NumActiveUniforms); glUseProgram(0); GL_REPORT_ERRORD(); } void SetupVertexProgramParameters(VERTEXSHADER* pf, int context) { GLint p; pf->prog.link = (void*)pf; // Setting autolink pf->prog.isFragment = false; // Setting autolink pf->ShaderType = ShaderTypes[pf->Shader]; pf->ParametersStart = NumActiveUniforms; ZZshProgram prog = madeProgram(pf->Shader, 0, ""); glUseProgram(prog); GL_REPORT_ERRORD(); // 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); } INIT_UNIFORMPARAM(g_vdepth, "g_fZ"); if (p > -1) { INIT_UNIFORMPARAM(vlogz, "g_fZMin"); if (p == -1) ZZLog::Error_Log ("Shader file version is outdated! Only log-Z is possible."); } GL_REPORT_ERRORD(); float4 vnorm = float4(g_filog32, 0, 0,0); INIT_UNIFORMPARAM(vnorm, "g_fZNorm"); INIT_UNIFORMPARAM(float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ), "g_fBilinear"); INIT_UNIFORMPARAM(float4(1.0f/256.0f, 1.0004f, 1, 0.5f), "g_fZBias") ; INIT_UNIFORMPARAM(float4(0,1, 0.001f, 0.5f), "g_fc0"); SET_UNIFORMPARAM(sBitBltPos, "g_fBitBltPos"); SET_UNIFORMPARAM(sBitBltTex, "g_fBitBltTex"); SET_UNIFORMPARAM(fBitBltTrans, "g_fBitBltTrans"); pf->ParametersFinish = NumActiveUniforms; if (NumActiveUniforms > MAX_ACTIVE_UNIFORMS) ZZLog::Error_Log("Too many shader variables. You may increase the limit in the source."); glUseProgram(0); GL_REPORT_ERRORD(); } const int GLSL_VERSION = 130; // Sampler2DRect appear in 1.3 // 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\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#define CTX %d\n", temp, context * NOCONTEXT); //ZZLog::WriteLn("Define for VS == '%s'", DefineString); flag = LoadShaderFromFile(vertex.Shader, DefineString, name, GL_VERTEX_SHADER); SetupVertexProgramParameters(&vertex, context); 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#define CTX %d\n", temp, context * NOCONTEXT); //ZZLog::WriteLn("Define for PS == '%s'", DefineString); flag = LoadShaderFromFile(fragment.Shader, DefineString, name, GL_FRAGMENT_SHADER); SetupFragmentProgramParameters(&fragment, context, 0); return flag; } inline bool LoadEffects() { // clear the textures for(u32 i = 0; i < ArraySize(ppsTexture); ++i) { SAFE_RELEASE_PROG(ppsTexture[i].prog); } #ifndef _DEBUG memset(ppsTexture, 0, sizeof(ppsTexture)); #endif 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; GLint p; 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; GL_REPORT_ERRORD(); return true; } const static char* g_pPsTexWrap[] = { "#define REPEAT 1\n", "#define CLAMP 1\n", "#define REGION_REPEAT 1\n", "" }; static ZZshShader 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) { assert( texwrap < NUM_TEXWRAPS); assert( type < NUM_TYPES ); //ZZLog::Error_Log("\n"); ZZshProgram prog; 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); ZZshShader shader; if (!CompileShader(shader, DefineString, name, GL_FRAGMENT_SHADER)) return UseEmptyShader(name, GL_FRAGMENT_SHADER); ZZLog::Debug_Log("Used 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 shader; } 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->Shader = LoadShaderFromType(EFFECT_DIR, EFFECT_NAME, 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::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