/* 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 */ //#ifdef NVIDIA_CG_API // This code is only for NVIDIA cg-toolkit API // ZZogl Shader manipulation functions. //------------------- Includes #include "Util.h" #include "ZZoglShaders.h" #include "zpipe.h" #include #include #ifdef _WIN32 # include "Win32.h" extern HINSTANCE hInst; #endif // ----------------- Defines #define TEXWRAP_REPEAT 0 #define TEXWRAP_CLAMP 1 #define TEXWRAP_REGION_REPEAT 2 #define TEXWRAP_REPEAT_CLAMP 3 #define SH_WRITEDEPTH 0x2000 // depth is written #define SH_CONTEXT1 0x1000 // context1 is used #define SH_REGULARVS 0x8000 #define SH_TEXTUREVS 0x8001 #define SH_REGULARFOGVS 0x8002 #define SH_TEXTUREFOGVS 0x8003 #define SH_REGULARPS 0x8004 #define SH_REGULARFOGPS 0x8005 #define SH_BITBLTVS 0x8006 #define SH_BITBLTPS 0x8007 #define SH_BITBLTDEPTHPS 0x8009 #define SH_CRTCTARGPS 0x800a #define SH_CRTCPS 0x800b #define SH_CRTC24PS 0x800c #define SH_ZEROPS 0x800e #define SH_BASETEXTUREPS 0x800f #define SH_BITBLTAAPS 0x8010 #define SH_CRTCTARGINTERPS 0x8012 #define SH_CRTCINTERPS 0x8013 #define SH_CRTC24INTERPS 0x8014 #define SH_BITBLTDEPTHMRTPS 0x8016 #define SH_CONVERT16TO32PS 0x8020 #define SH_CONVERT32TO16PS 0x8021 #define SH_CRTC_NEARESTPS 0x8022 #define SH_CRTCINTER_NEARESTPS 0x8023 //------------------ 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)); #ifdef _DEBUG const static char* g_pTexTypes[] = { "32", "tex32", "clut32", "tex32to16", "tex16to8h" }; #endif const 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; ZZshProgram pvs[16] = {NULL}; ZZshProgram g_vsprog = 0, g_psprog = 0; // 2 -- ZZ ZZshParameter g_vparamPosXY[2] = {0}, g_fparamFogColor = 0; #ifdef DEVBUILD char* EFFECT_NAME; // All this variables used for testing and set manually char* EFFECT_DIR; #endif 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 pvsBitBlt; extern u32 ptexBlocks; // holds information on block tiling. It's texture number in OpenGL -- if 0 than such texture extern u32 ptexConv16to32; // does not exists. This textures should be created on start and released on finish. extern u32 ptexBilinearBlocks; extern u32 ptexConv32to16; 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 = ""; //------------------ 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) ; } bool ZZshCheckProfilesSupport() { // load the effect, find the best profiles (if any) if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) { ZZLog::Error_Log("arbvp1 not supported."); return false; } if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) { ZZLog::Error_Log("arbfp1 not supported."); return false; } return true; } // Error handler. Setup in ZZogl_Create once. void HandleCgError(ZZshContext ctx, ZZshError err, void* appdata) { ZZLog::Error_Log("%s->%s: %s\n", ShaderCallerName, ShaderHandleName, cgGetErrorString(err)); const char* listing = cgGetLastListing(g_cgcontext); if (listing != NULL) ZZLog::Debug_Log(" last listing: %s\n", listing); } bool ZZshStartUsingShaders() { cgSetErrorHandler(HandleCgError, NULL); g_cgcontext = cgCreateContext(); cgvProf = CG_PROFILE_ARBVP1; cgfProf = CG_PROFILE_ARBFP1; cgGLEnableProfile(cgvProf); cgGLEnableProfile(cgfProf); cgGLSetOptimalOptions(cgvProf); cgGLSetOptimalOptions(cgfProf); cgGLSetManageTextureParameters(g_cgcontext, CG_FALSE); //cgSetAutoCompile(g_cgcontext, CG_COMPILE_IMMEDIATE); g_fparamFogColor = cgCreateParameter(g_cgcontext, CG_FLOAT4); g_vparamPosXY[0] = cgCreateParameter(g_cgcontext, CG_FLOAT4); g_vparamPosXY[1] = cgCreateParameter(g_cgcontext, CG_FLOAT4); ZZLog::GS_Log("Creating effects."); B_G(LoadEffects(), 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 ) cgGLLoadProgram(pfrag->prog); if( bFailed || pfrag == NULL || cgGetError() != CG_NO_ERROR ) { g_nPixelShaderVer = SHADER_REDUCED; ZZLog::Error_Log("Basic shader test failed."); } } if (g_nPixelShaderVer & SHADER_REDUCED) conf.bilinear = 0; ZZLog::GS_Log("Creating extra effects."); B_G(ZZshLoadExtraEffects(), return false); ZZLog::GS_Log("using %s shaders\n", g_pShaders[g_nPixelShaderVer]); return true; } // open shader file according to build target bool ZZshCreateOpenShadersFile() { #ifndef DEVBUILD # ifdef _WIN32 HRSRC hShaderSrc = FindResource(hInst, MAKEINTRESOURCE(IDR_SHADERS), RT_RCDATA); assert( hShaderSrc != NULL ); HGLOBAL hShaderGlob = LoadResource(hInst, hShaderSrc); assert( hShaderGlob != NULL ); s_lpShaderResources = (u8*)LockResource(hShaderGlob); # else // not _WIN32 FILE* fres = fopen("ps2hw.dat", "rb"); if( fres == NULL ) { fres = fopen("plugins/ps2hw.dat", "rb"); if( fres == NULL ) { ZZLog::Error_Log("Cannot find ps2hw.dat in working directory. Exiting."); return false; } } fseek(fres, 0, SEEK_END); size_t s = ftell(fres); s_lpShaderResources = new u8[s+1]; fseek(fres, 0, SEEK_SET); fread(s_lpShaderResources, s, 1, fres); s_lpShaderResources[s] = 0; fclose(fres); # endif // _WIN32 #else // NOT RELEASE_TO_PUBLIC # ifndef _WIN32 // NOT WINDOWS // test if ps2hw.fx exists char tempstr[255]; char curwd[255]; getcwd(curwd, ArraySize(curwd)); strcpy(tempstr, "/plugins/"); sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr); FILE* f = fopen(EFFECT_NAME, "r"); if( f == NULL ) { strcpy(tempstr, "../../plugins/zzogl-pg/opengl/"); sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr); f = fopen(EFFECT_NAME, "r"); if( f == NULL ) { ZZLog::Error_Log("Failed to find %s, try compiling a non-devbuild\n", EFFECT_NAME); return false; } } fclose(f); sprintf(EFFECT_DIR, "%s/%s", curwd, tempstr); sprintf(EFFECT_NAME, "%sps2hw.fx", EFFECT_DIR); #endif #endif // RELEASE_TO_PUBLIC return true; } // Disable CG void ZZshGLDisableProfile() { cgGLDisableProfile(cgvProf); cgGLDisableProfile(cgfProf); } //Enable CG void ZZshGLEnableProfile() { cgGLEnableProfile(cgvProf); cgGLEnableProfile(cgfProf); } // 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(ZZshParameter param, const float* v, const char* name) { ShaderHandleName = name; cgGLSetParameter4fv(param, v); } void ZZshSetParameter4fv(ZZshProgram prog, ZZshParameter param, const float* v, const char* name) { ShaderHandleName = name; cgGLSetParameter4fv(param, v); } // The same stuff, but also with retry of param, name should be USED name of param for prog. void ZZshSetParameter4fvWithRetry(ZZshParameter* param, ZZshProgram prog, const float* v, const char* name) { if (param != NULL) ZZshSetParameter4fv(prog, param[0], v, name); else ZZshSetParameter4fv(prog, cgGetNamedParameter(prog, name), v, name); } void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name) { ShaderHandleName = name; cgGLSetTextureParameter(param, texobj); cgGLEnableTextureParameter(param); } // The same function for texture, also to cgGLEnable void ZZshGLSetTextureParameter(ZZshProgram prog, ZZshParameter param, GLuint texobj, const char* name) { ShaderHandleName = name; cgGLSetTextureParameter(param, texobj); cgGLEnableTextureParameter(param); } // Used sometimes for color 1. void ZZshDefaultOneColor( FRAGMENTSHADER ptr ) { ShaderHandleName = "Set Default One color"; float4 v = float4 ( 1, 1, 1, 1 ); ZZshSetParameter4fv( ptr.prog, ptr.sOneColor, v, "DefaultOne"); } #define SET_UNIFORMPARAM(var, name) { \ p = cgGetNamedParameter(pf->prog, name); \ if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) \ pf->var = p; \ } \ void ZZshSetVertexShader(ZZshProgram prog) { if ((prog) != g_vsprog) { cgGLBindProgram(prog); g_vsprog = prog; } } void ZZshSetPixelShader(ZZshProgram prog) { if ((prog) != g_psprog) { cgGLBindProgram(prog); g_psprog = prog; } } void SetupFragmentProgramParameters(FRAGMENTSHADER* pf, int context, int type) { // uniform parameters ZZshParameter p; p = cgGetNamedParameter(pf->prog, "g_fFogColor"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { cgConnectParameter(g_fparamFogColor, p); } SET_UNIFORMPARAM(sOneColor, "g_fOneColor"); SET_UNIFORMPARAM(sBitBltZ, "g_fBitBltZ"); SET_UNIFORMPARAM(sInvTexDims, "g_fInvTexDims"); SET_UNIFORMPARAM(fTexAlpha2, "fTexAlpha2"); SET_UNIFORMPARAM(fTexOffset, "g_fTexOffset"); SET_UNIFORMPARAM(fTexDims, "g_fTexDims"); SET_UNIFORMPARAM(fTexBlock, "g_fTexBlock"); SET_UNIFORMPARAM(fClampExts, "g_fClampExts"); SET_UNIFORMPARAM(fTexWrapMode, "TexWrapMode"); SET_UNIFORMPARAM(fRealTexDims, "g_fRealTexDims"); SET_UNIFORMPARAM(fTestBlack, "g_fTestBlack"); SET_UNIFORMPARAM(fPageOffset, "g_fPageOffset"); SET_UNIFORMPARAM(fTexAlpha, "fTexAlpha"); // textures p = cgGetNamedParameter(pf->prog, "g_sBlocks"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { cgGLSetTextureParameter(p, ptexBlocks); cgGLEnableTextureParameter(p); } // cg parameter usage is wrong, so do it manually if( type == 3 ) { p = cgGetNamedParameter(pf->prog, "g_sConv16to32"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { cgGLSetTextureParameter(p, ptexConv16to32); cgGLEnableTextureParameter(p); } } else if( type == 4 ) { p = cgGetNamedParameter(pf->prog, "g_sConv32to16"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { cgGLSetTextureParameter(p, ptexConv32to16); cgGLEnableTextureParameter(p); } } else { p = cgGetNamedParameter(pf->prog, "g_sBilinearBlocks"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { cgGLSetTextureParameter(p, ptexBilinearBlocks); cgGLEnableTextureParameter(p); } } p = cgGetNamedParameter(pf->prog, "g_sMemory"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { //cgGLEnableTextureParameter(p); pf->sMemory = p; } p = cgGetNamedParameter(pf->prog, "g_sSrcFinal"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { //cgGLEnableTextureParameter(p); pf->sFinal = p; } p = cgGetNamedParameter(pf->prog, "g_sBitwiseANDX"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { //cgGLEnableTextureParameter(p); pf->sBitwiseANDX = p; } p = cgGetNamedParameter(pf->prog, "g_sBitwiseANDY"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { //cgGLEnableTextureParameter(p); pf->sBitwiseANDY = p; } p = cgGetNamedParameter(pf->prog, "g_sCLUT"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { //cgGLEnableTextureParameter(p); pf->sCLUT = p; } p = cgGetNamedParameter(pf->prog, "g_sInterlace"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { //cgGLEnableTextureParameter(p); pf->sInterlace = p; } // set global shader constants p = cgGetNamedParameter(pf->prog, "g_fExactColor"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) { cgGLSetParameter4fv(p, float4(0.5f, (conf.settings().exact_color)?0.9f/256.0f:0.5f/256.0f, 0,1/255.0f)); } p = cgGetNamedParameter(pf->prog, "g_fBilinear"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) cgGLSetParameter4fv(p, float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f )); p = cgGetNamedParameter(pf->prog, "g_fZBias"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) cgGLSetParameter4fv(p, float4(1.0f/256.0f, 1.0004f, 1, 0.5f)); p = cgGetNamedParameter(pf->prog, "g_fc0"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) cgGLSetParameter4fv(p, float4(0,1, 0.001f, 0.5f)); p = cgGetNamedParameter(pf->prog, "g_fMult"); if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) cgGLSetParameter4fv(p, float4(1/1024.0f, 0.2f/1024.0f, 1/128.0f, 1/512.0f)); } void SetupVertexProgramParameters(ZZshProgram prog, int context) { ZZshParameter p; p = cgGetNamedParameter(prog, "g_fPosXY"); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) cgConnectParameter(g_vparamPosXY[context], p); // 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); } p = cgGetNamedParameter(prog, "g_fZ"); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) { cgGLSetParameter4fv(p, g_vdepth); p = cgGetNamedParameter(prog, "g_fZMin"); // Switch to flat-z when needed if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) { //ZZLog::Error_Log("Use flat-z\n"); cgGLSetParameter4fv(p, vlogz); } else ZZLog::Error_Log("Shader file version is outdated! Only log-Z is possible."); } float4 vnorm = float4(g_filog32, 0, 0,0); p = cgGetNamedParameter(prog, "g_fZNorm"); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) cgGLSetParameter4fv(p, vnorm); p = cgGetNamedParameter(prog, "g_fBilinear"); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) cgGLSetParameter4fv(p, float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f )); p = cgGetNamedParameter(prog, "g_fZBias"); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) cgGLSetParameter4fv(p, float4(1.0f/256.0f, 1.0004f, 1, 0.5f)); p = cgGetNamedParameter(prog, "g_fc0"); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) cgGLSetParameter4fv(p, float4(0,1, 0.001f, 0.5f)); } #ifndef DEVBUILD #define LOAD_VS(Index, prog) { \ assert( mapShaderResources.find(Index) != mapShaderResources.end() ); \ header = mapShaderResources[Index]; \ assert( (header) != NULL && (header)->index == (Index) ); \ prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgvProf, NULL, NULL); \ if( !cgIsProgram(prog) ) { \ ZZLog::Error_Log("Failed to load vs %d: \n%s", Index, cgGetLastListing(g_cgcontext)); \ return false; \ } \ cgGLLoadProgram(prog); \ if( cgGetError() != CG_NO_ERROR ) ZZLog::Error_Log("Failed to load program %d.", Index); \ SetupVertexProgramParameters(prog, !!(Index&SH_CONTEXT1)); \ } \ #define LOAD_PS(Index, fragment) { \ bLoadSuccess = true; \ assert( mapShaderResources.find(Index) != mapShaderResources.end() ); \ header = mapShaderResources[Index]; \ fragment.prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgfProf, NULL, NULL); \ if( !cgIsProgram(fragment.prog) ) { \ ZZLog::Error_Log("Failed to load ps %d: \n%s", Index, cgGetLastListing(g_cgcontext)); \ return false; \ } \ cgGLLoadProgram(fragment.prog); \ if( cgGetError() != CG_NO_ERROR ) { \ ZZLog::Error_Log("failed to load program %d.", Index); \ bLoadSuccess = false; \ } \ SetupFragmentProgramParameters(&fragment, !!(Index&SH_CONTEXT1), 0); \ } \ inline bool LoadEffects() { assert( s_lpShaderResources != NULL ); // process the header u32 num = *(u32*)s_lpShaderResources; int compressed_size = *(int*)(s_lpShaderResources+4); int real_size = *(int*)(s_lpShaderResources+8); int out; char* pbuffer = (char*)malloc(real_size); inf((char*)s_lpShaderResources+12, &pbuffer[0], compressed_size, real_size, &out); assert(out == real_size); s_lpShaderResources = (u8*)pbuffer; SHADERHEADER* header = (SHADERHEADER*)s_lpShaderResources; mapShaderResources.clear(); while(num-- > 0 ) { mapShaderResources[header->index] = header; ++header; } // clear the textures for(u16 i = 0; i < ArraySize(ppsTexture); ++i) { SAFE_RELEASE_PROG(ppsTexture[i].prog); ppsTexture[i].prog = NULL; } #ifndef _DEBUG memset(ppsTexture, 0, sizeof(ppsTexture)); #endif return true; } // called bool ZZshLoadExtraEffects() { SHADERHEADER* header; bool bLoadSuccess = true; const int vsshaders[4] = { SH_REGULARVS, SH_TEXTUREVS, SH_REGULARFOGVS, SH_TEXTUREFOGVS }; for(int i = 0; i < 4; ++i) { LOAD_VS(vsshaders[i], pvs[2*i]); LOAD_VS((vsshaders[i] | SH_CONTEXT1), pvs[2*i+1]); //if( conf.mrtdepth ) { LOAD_VS((vsshaders[i] | SH_WRITEDEPTH), pvs[2*i+8]); LOAD_VS((vsshaders[i] | SH_WRITEDEPTH | SH_CONTEXT1), pvs[2*i+8+1]); // } // else { // pvs[2*i+8] = pvs[2*i+8+1] = NULL; // } } LOAD_VS(SH_BITBLTVS, pvsBitBlt.prog); pvsBitBlt.sBitBltPos = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltPos"); pvsBitBlt.sBitBltTex = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTex"); pvsBitBlt.fBitBltTrans = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTrans"); LOAD_PS(SH_REGULARPS, ppsRegular[0]); LOAD_PS(SH_REGULARFOGPS, ppsRegular[1]); if( conf.mrtdepth ) { LOAD_PS(SH_REGULARPS, ppsRegular[2]); if( !bLoadSuccess ) conf.mrtdepth = 0; LOAD_PS(SH_REGULARFOGPS, ppsRegular[3]); if( !bLoadSuccess ) conf.mrtdepth = 0; } LOAD_PS(SH_BITBLTPS, ppsBitBlt[0]); LOAD_PS(SH_BITBLTAAPS, ppsBitBlt[1]); if( !bLoadSuccess ) { ZZLog::Error_Log("Failed to load BitBltAAPS, using BitBltPS."); LOAD_PS(SH_BITBLTPS, ppsBitBlt[1]); } LOAD_PS(SH_BITBLTDEPTHPS, ppsBitBltDepth); LOAD_PS(SH_CRTCTARGPS, ppsCRTCTarg[0]); LOAD_PS(SH_CRTCTARGINTERPS, ppsCRTCTarg[1]); g_bCRTCBilinear = true; LOAD_PS(SH_CRTCPS, ppsCRTC[0]); if( !bLoadSuccess ) { // switch to simpler g_bCRTCBilinear = false; LOAD_PS(SH_CRTC_NEARESTPS, ppsCRTC[0]); LOAD_PS(SH_CRTCINTER_NEARESTPS, ppsCRTC[0]); } else { LOAD_PS(SH_CRTCINTERPS, ppsCRTC[1]); } if( !bLoadSuccess ) ZZLog::Error_Log("Failed to create CRTC shaders."); LOAD_PS(SH_CRTC24PS, ppsCRTC24[0]); LOAD_PS(SH_CRTC24INTERPS, ppsCRTC24[1]); LOAD_PS(SH_ZEROPS, ppsOne); LOAD_PS(SH_BASETEXTUREPS, ppsBaseTexture); LOAD_PS(SH_CONVERT16TO32PS, ppsConvert16to32); LOAD_PS(SH_CONVERT32TO16PS, ppsConvert32to16); return true; } 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 ); if(g_nPixelShaderVer&SHADER_REDUCED) texfilter = 0; assert(!(g_nPixelShaderVer&SHADER_REDUCED) || !exactcolor); 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); assert( index < ArraySize(ppsTexture) ); FRAGMENTSHADER* pf = ppsTexture+index; if( pbFailed != NULL ) *pbFailed = false; if( pf->prog != NULL ) return pf; if( (g_nPixelShaderVer & SHADER_ACCURATE) && mapShaderResources.find(index+NUM_SHADERS*SHADER_ACCURATE) != mapShaderResources.end() ) index += NUM_SHADERS*SHADER_ACCURATE; assert( mapShaderResources.find(index) != mapShaderResources.end() ); SHADERHEADER* header = mapShaderResources[index]; if( header == NULL ) ZZLog::Error_Log("%d %d", index, g_nPixelShaderVer); assert( header != NULL ); //DEBUG_LOG("shader:\n%s\n", (char*)(s_lpShaderResources + (header)->offset)); pf->prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgfProf, NULL, NULL); if( pf->prog != NULL && cgIsProgram(pf->prog) && cgGetError() == CG_NO_ERROR ) { SetupFragmentProgramParameters(pf, context, type); cgGLLoadProgram(pf->prog); if( cgGetError() != CG_NO_ERROR ) { // cgGLLoadProgram(pf->prog); // if( cgGetError() != CG_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; return NULL; } #else // not RELEASE_TO_PUBLIC #define LOAD_VS(name, prog, shaderver) { \ prog = cgCreateProgramFromFile(g_cgcontext, CG_SOURCE, EFFECT_NAME, shaderver, name, args); \ if( !cgIsProgram(prog) ) { \ ZZLog::Error_Log("Failed to load vs %s: \n%s", name, cgGetLastListing(g_cgcontext)); \ return false; \ } \ cgGLLoadProgram(prog); \ if( cgGetError() != CG_NO_ERROR ) ZZLog::Error_Log("failed to load program %s", name); \ SetupVertexProgramParameters(prog, args[0]==context1); \ } \ #ifdef _DEBUG #define SET_PSFILENAME(frag, name) frag.filename = name #else #define SET_PSFILENAME(frag, name) #endif #define LOAD_PS(name, fragment, shaderver) { \ bLoadSuccess = true; \ fragment.prog = cgCreateProgramFromFile(g_cgcontext, CG_SOURCE, EFFECT_NAME, shaderver, name, args); \ if( !cgIsProgram(fragment.prog) ) { \ ZZLog::Error_Log("Failed to load ps %s: \n%s", name, cgGetLastListing(g_cgcontext)); \ return false; \ } \ cgGLLoadProgram(fragment.prog); \ if( cgGetError() != CG_NO_ERROR ) { \ ZZLog::Error_Log("failed to load program %s", name); \ bLoadSuccess = false; \ } \ SetupFragmentProgramParameters(&fragment, args[0]==context1, 0); \ SET_PSFILENAME(fragment, name); \ } \ inline bool LoadEffects() { // clear the textures for(int i = 0; i < ArraySize(ppsTexture); ++i) { SAFE_RELEASE_PROG(ppsTexture[i].prog); } #ifndef _DEBUG memset(ppsTexture, 0, sizeof(ppsTexture)); #endif return true; } bool ZZshLoadExtraEffects() { const char* args[] = { NULL , NULL, NULL, NULL }; char context0[255], context1[255]; sprintf(context0, "-I%sctx0", EFFECT_DIR); sprintf(context1, "-I%sctx1", EFFECT_DIR); char* write_depth = "-DWRITE_DEPTH"; bool bLoadSuccess = true; const char* pvsshaders[4] = { "RegularVS", "TextureVS", "RegularFogVS", "TextureFogVS" }; for(int i = 0; i < 4; ++i) { args[0] = context0; args[1] = NULL; LOAD_VS(pvsshaders[i], pvs[2*i], cgvProf); args[0] = context1; LOAD_VS(pvsshaders[i], pvs[2*i+1], cgvProf); //if( conf.mrtdepth ) { args[0] = context0; args[1] = write_depth; LOAD_VS(pvsshaders[i], pvs[2*i+8], cgvProf); args[0] = context1; LOAD_VS(pvsshaders[i], pvs[2*i+8+1], cgvProf); // } // else { // pvs[2*i+8] = pvs[2*i+8+1] = NULL; // } } args[0] = context0; args[1] = NULL; LOAD_VS("BitBltVS", pvsBitBlt.prog, cgvProf); pvsBitBlt.sBitBltPos = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltPos"); pvsBitBlt.sBitBltTex = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTex"); pvsBitBlt.fBitBltTrans = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTrans"); LOAD_PS("RegularPS", ppsRegular[0], cgfProf); LOAD_PS("RegularFogPS", ppsRegular[1], cgfProf); if( conf.mrtdepth ) { args[0] = context0; args[1] = write_depth; LOAD_PS("RegularPS", ppsRegular[2], cgfProf); if( !bLoadSuccess ) conf.mrtdepth = 0; LOAD_PS("RegularFogPS", ppsRegular[3], cgfProf); if( !bLoadSuccess ) conf.mrtdepth = 0; } LOAD_PS("BitBltPS", ppsBitBlt[0], cgfProf); LOAD_PS("BitBltAAPS", ppsBitBlt[1], cgfProf); if( !bLoadSuccess ) { ZZLog::Error_Log("Failed to load BitBltAAPS, using BitBltPS."); LOAD_PS("BitBltPS", ppsBitBlt[1], cgfProf); } LOAD_PS("BitBltDepthPS", ppsBitBltDepth, cgfProf); LOAD_PS("CRTCTargPS", ppsCRTCTarg[0], cgfProf); LOAD_PS("CRTCTargInterPS", ppsCRTCTarg[1], cgfProf); g_bCRTCBilinear = true; LOAD_PS("CRTCPS", ppsCRTC[0], cgfProf); if( !bLoadSuccess ) { // switch to simpler g_bCRTCBilinear = false; LOAD_PS("CRTCPS_Nearest", ppsCRTC[0], cgfProf); LOAD_PS("CRTCInterPS_Nearest", ppsCRTC[0], cgfProf); } else { LOAD_PS("CRTCInterPS", ppsCRTC[1], cgfProf); } if( !bLoadSuccess ) ZZLog::Error_Log("Failed to create CRTC shaders."); LOAD_PS("CRTC24PS", ppsCRTC24[0], cgfProf); LOAD_PS("CRTC24InterPS", ppsCRTC24[1], cgfProf); LOAD_PS("ZeroPS", ppsOne, cgfProf); LOAD_PS("BaseTexturePS", ppsBaseTexture, cgfProf); LOAD_PS("Convert16to32PS", ppsConvert16to32, cgfProf); LOAD_PS("Convert32to16PS", ppsConvert32to16, cgfProf); // if( !conf.mrtdepth ) { // ZZLog::Error_Log("Disabling MRT depth writing,"); // s_bWriteDepth = FALSE; // } return true; } 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( pf->prog != NULL ) return pf; pf->prog = LoadShaderFromType(EFFECT_DIR, EFFECT_NAME, type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, g_nPixelShaderVer, context); if( pf->prog != NULL ) { #ifdef _DEBUG char str[255]; sprintf(str, "Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]); pf->filename = str; #endif SetupFragmentProgramParameters(pf, context, type); cgGLLoadProgram(pf->prog); if( cgGetError() != CG_NO_ERROR ) { // try again // cgGLLoadProgram(pf->prog); // if( cgGetError() != CG_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; //assert(0); // NULL makes things crash 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; return NULL; } #endif // RELEASE_TO_PUBLIC //#endif // NVIDIA_CG_API