/* ZZ Open GL graphics plugin * Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com * Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008 * * 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 */ #ifndef __ZEROGS_SHADERS_H__ #define __ZEROGS_SHADERS_H__ // -- Not very important things, but we keep it to enumerate shader #define NUM_FILTERS 2 // texture filtering #define NUM_TYPES 5 // types of texture read modes #define NUM_TEXWRAPS 4 // texture wrapping #define NUM_SHADERS (NUM_FILTERS*NUM_TYPES*NUM_TEXWRAPS*32) // # shaders for a given ps // Just bitmask for different type of shaders #define SHADER_REDUCED 1 // equivalent to ps2.0 #define SHADER_ACCURATE 2 // for older cards with less accurate math (ps2.x+) #include "ZZoglMath.h" #include "GS.h" // For output const static char* g_pShaders[] = { "full", "reduced", "accurate", "accurate-reduced" }; #define NVIDIA_CG_API // --------------------------- API abstraction level -------------------------------- #ifdef NVIDIA_CG_API // Code for NVIDIA cg-toolkit API #include #include #define ZZshProgram CGprogram #define ZZshShader CGprogram #define ZZshShaderLink CGprogram #define ZZshParameter CGparameter #define ZZshContext CGcontext #define ZZshProfile CGprofile #define ZZshError CGerror #define pZero 0 // Zero parameter #define sZero 0 // Zero program #define SAFE_RELEASE_PROG(x) { if( (x) != NULL ) { cgDestroyProgram(x); x = NULL; } } inline bool ZZshActiveParameter(ZZshParameter param) {return (param !=NULL); } #endif // end NVIDIA cg-toolkit API const static char* g_pPsTexWrap[] = { "-DREPEAT", "-DCLAMP", "-DREGION_REPEAT", NULL }; enum ZZshShaderType {ZZ_SH_ZERO, ZZ_SH_REGULAR, ZZ_SH_REGULAR_FOG, ZZ_SH_TEXTURE, ZZ_SH_TEXTURE_FOG, ZZ_SH_CRTC}; // We have "compatible" shaders, as RegularFogVS and RegularFogPS. if don't need to wory about incompatible shaders // It used only in GLSL mode. // ------------------------- Variables ------------------------------- extern int g_nPixelShaderVer; extern ZZshShaderLink pvs[16], g_vsprog, g_psprog; extern ZZshParameter g_vparamPosXY[2], g_fparamFogColor; #define MAX_ACTIVE_UNIFORMS 600 #define MAX_ACTIVE_SHADERS 400 struct FRAGMENTSHADER { FRAGMENTSHADER() : prog(sZero), Shader(0), sMemory(pZero), sFinal(pZero), sBitwiseANDX(pZero), sBitwiseANDY(pZero), sInterlace(pZero), sCLUT(pZero), sOneColor(pZero), sBitBltZ(pZero), fTexAlpha2(pZero), fTexOffset(pZero), fTexDims(pZero), fTexBlock(pZero), fClampExts(pZero), fTexWrapMode(pZero), fRealTexDims(pZero), fTestBlack(pZero), fPageOffset(pZero), fTexAlpha(pZero) {} ZZshShaderLink prog; // it link to FRAGMENTSHADER structure, for compability between GLSL and CG ZZshShader Shader; // GLSL store shader's not as ready programs, but as shaders compilated object. VS and PS should be linked together to // made a program. ZZshShaderType ShaderType; // Not every PS and VS are used together, only compatible ones. ZZshParameter sMemory, sFinal, sBitwiseANDX, sBitwiseANDY, sInterlace, sCLUT; ZZshParameter sOneColor, sBitBltZ, sInvTexDims; ZZshParameter fTexAlpha2, fTexOffset, fTexDims, fTexBlock, fClampExts, fTexWrapMode, fRealTexDims, fTestBlack, fPageOffset, fTexAlpha; int ParametersStart, ParametersFinish; // this is part of UniformsIndex array in which parameters of this shader stored. Last one is ParametersFinish-1 #ifdef _DEBUG string filename; #endif void set_uniform_param(ZZshParameter &var, const char *name) { ZZshParameter p; p = cgGetNamedParameter(prog, name); if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) var = p; } bool set_texture(GLuint texobj, const char *name) { ZZshParameter p; p = cgGetNamedParameter(prog, name); if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) { cgGLSetTextureParameter(p, texobj); cgGLEnableTextureParameter(p); return true; } return false; } bool connect(ZZshParameter &tex, const char *name) { ZZshParameter p; p = cgGetNamedParameter(prog, name); if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) { cgConnectParameter(tex, p); return true; } return false; } bool set_texture(ZZshParameter &tex, const char *name) { ZZshParameter p; p = cgGetNamedParameter(prog, name); if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) { //cgGLEnableTextureParameter(p); tex = p; return true; } return false; } bool set_shader_const(float4 v, const char *name) { ZZshParameter p; p = cgGetNamedParameter(prog, name); if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) { cgGLSetParameter4fv(p, v); return true; } return false; } }; struct VERTEXSHADER { VERTEXSHADER() : prog(sZero), Shader(0), sBitBltPos(pZero), sBitBltTex(pZero) {} ZZshShaderLink prog; ZZshShader Shader; ZZshShaderType ShaderType; ZZshParameter sBitBltPos, sBitBltTex, fBitBltTrans; // vertex shader constants int ParametersStart, ParametersFinish; }; extern float4 g_vdepth; extern float4 vlogz; extern VERTEXSHADER pvsBitBlt; extern FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne; // ppsOne used to stop using shaders for draw extern FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16; extern FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS]; extern FRAGMENTSHADER ppsCRTC[2], ppsCRTC24[2], ppsCRTCTarg[2]; // ------------------------- Functions ------------------------------- #ifdef NVIDIA_CG_API inline bool ZZshExistProgram(FRAGMENTSHADER* pf) {return (pf->prog != NULL); }; // We don't check ps != NULL, so be warned, inline bool ZZshExistProgram(VERTEXSHADER* pf) {return (pf->prog != NULL); }; inline bool ZZshExistProgram(ZZshShaderLink prog) {return (prog != NULL); }; #endif extern const char* ShaderCallerName; extern const char* ShaderHandleName; inline void SetShaderCaller(const char* Name) { ShaderCallerName = Name; } inline void SetHandleName(const char* Name) { ShaderHandleName = Name; } inline void ResetShaderCounters() { // g_vsprog = g_psprog = sZero; } extern bool ZZshCheckProfilesSupport(); extern bool ZZshStartUsingShaders(); extern bool ZZshCreateOpenShadersFile(); extern void ZZshGLDisableProfile(); extern void ZZshGLEnableProfile(); extern void ZZshSetParameter4fv(ZZshShaderLink prog, ZZshParameter param, const float* v, const char* name); extern void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name); extern void ZZshSetParameter4fvWithRetry(ZZshParameter* param, ZZshShaderLink prog, const float* v, const char* name); extern void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name); extern void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name); extern void ZZshDefaultOneColor( FRAGMENTSHADER ptr ); extern void ZZshSetVertexShader(ZZshShaderLink prog); extern void ZZshSetPixelShader(ZZshShaderLink prog); extern bool ZZshLoadExtraEffects(); extern FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed); // only sets a limited amount of state (for Update) void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, bool CheckVB, FRAGMENTSHADER* pfragment, int force); #endif