/* 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 #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 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; 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] = {""}; ZZshShaderType ShaderTypes[MAX_ACTIVE_SHADERS] = {ZZ_SH_NONE}; ZZshProgram CompiledPrograms[MAX_ACTIVE_SHADERS][MAX_ACTIVE_SHADERS] = {{0}}; // new for GLSL4 GSUniformBufferOGL *constant_buffer; GSUniformBufferOGL *common_buffer; GSUniformBufferOGL *vertex_buffer; GSUniformBufferOGL *fragment_buffer; COMMONSHADER g_cs; static GLuint s_pipeline = 0; //------------------ 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( pfrag != NULL ) glLinkProgram(pfrag->Shader); 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) { g_cs.set_texture(param, texobj); } void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name) { FRAGMENTSHADER* shader = (FRAGMENTSHADER*)prog.link; 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); } } void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name) { g_cs.ZZshSetParameter4fv(param, v); } // 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"); // FIXME context ptr.ZZshSetParameter4fv(ptr.sOneColor, v); } //------------------------------------------------------------------------------------- const GLchar * EmptyVertex = "void main(void) {gl_Position = ftransform();}"; const GLchar * EmptyFragment = "void main(void) {gl_FragColor = gl_Color;}"; 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 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; } ShaderTypes[program] = ZZshGetShaderType(name); 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 // Emit annotation for apitrace // if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, DefineString); if (!CompileShader(program, DefineString, name, ShaderType, empty)) { ZZLog::Error_Log("Failed to compile shader for %s: ", name); return false; } ZZLog::Error_Log("Used 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); // FIXME context argument int context = 0; PutParametersInProgram(vs, ps, context); #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(); } 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->program:0; int pss = (ps!=NULL)?ps->program:0; if (vss !=0 && pss != 0) { glUseProgramStages(s_pipeline, GL_VERTEX_SHADER_BIT, vs->program); glUseProgramStages(s_pipeline, GL_FRAGMENT_SHADER_BIT, ps->program); 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)) ; } //------------------------------------------------------------------------------------------------------------------ static 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); glGenProgramPipelines(1, &s_pipeline); glBindProgramPipeline(s_pipeline); } static void PutParametersInProgram(VERTEXSHADER* vs, FRAGMENTSHADER* ps, int context) { common_buffer->bind(); common_buffer->upload((void*)&g_cs.uniform_buffer[context]); vertex_buffer->bind(); vertex_buffer->upload((void*)&vs->uniform_buffer[context]); fragment_buffer->bind(); fragment_buffer->upload((void*)&ps->uniform_buffer[context]); g_cs.enable_texture(); ps->enable_texture(context); } 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->ShaderType = ShaderTypes[pf->Shader]; 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); GL_REPORT_ERRORD(); } void SetupVertexProgramParameters(VERTEXSHADER* pf, int context) { pf->prog.link = (void*)pf; // Setting autolink pf->prog.isFragment = false; // Setting autolink pf->ShaderType = ShaderTypes[pf->program]; GL_REPORT_ERRORD(); } //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#define CTX %d\n", temp, context * NOCONTEXT); //ZZLog::WriteLn("Define for VS == '%s'", DefineString); flag = LoadShaderFromFile(vertex.program, 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.program, 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; 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 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("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 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::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