/* 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 */ // ZZogl Shader manipulation functions. //------------------- Includes #include "zerogs.h" #include "ZeroGSShaders/zerogsshaders.h" #include "zpipe.h" // ----------------- Defines using namespace ZeroGS; //------------------ Constants // ----------------- Global Variables namespace ZeroGS { FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne; FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16; } // Debug variable, store name of the function that call the shader. const char* ShaderCallerName = ""; const char* ShaderHandleName = ""; //------------------ Code // Error handler. Setup in ZZogl_Create once. void HandleCgError(CGcontext ctx, CGerror err, void* appdata) { ERROR_LOG("%s->%s: %s\n", ShaderCallerName, ShaderHandleName, cgGetErrorString(err)); const char* listing = cgGetLastListing(g_cgcontext); if (listing != NULL) DEBUG_LOG(" last listing: %s\n", listing); } // This is a helper of cgGLSetParameter4fv, made for debugging purposes. // The name could be any string. We must use it on compilation time, because the erronious handler does not // return it. void ZZcgSetParameter4fv(CGparameter param, const float* v, const char* name) { ShaderHandleName = name; cgGLSetParameter4fv(param, v); } void SetupFragmentProgramParameters(FRAGMENTSHADER* pf, int context, int type) { // uniform parameters pf->connect(g_fparamFogColor, "g_fFogColor"); pf->set_uniform_param(pf->sOneColor, "g_fOneColor"); pf->set_uniform_param(pf->sBitBltZ, "g_fBitBltZ"); pf->set_uniform_param(pf->sInvTexDims, "g_fInvTexDims"); pf->set_uniform_param(pf->fTexAlpha2, "fTexAlpha2"); pf->set_uniform_param(pf->fTexOffset, "g_fTexOffset"); pf->set_uniform_param(pf->fTexDims, "g_fTexDims"); pf->set_uniform_param(pf->fTexBlock, "g_fTexBlock"); pf->set_uniform_param(pf->fClampExts, "g_fClampExts"); pf->set_uniform_param(pf->fTexWrapMode, "TexWrapMode"); pf->set_uniform_param(pf->fRealTexDims, "g_fRealTexDims"); pf->set_uniform_param(pf->fTestBlack, "g_fTestBlack"); pf->set_uniform_param(pf->fPageOffset, "g_fPageOffset"); pf->set_uniform_param(pf->fTexAlpha, "fTexAlpha"); // textures pf->set_texture(ptexBlocks, "g_sBlocks"); // cg parameter usage is wrong, so do it manually switch(type) { case 3: pf->set_texture(ptexConv16to32, "g_sConv16to32"); break; case 4: pf->set_texture(ptexConv32to16, "g_sConv32to16"); break; default: pf->set_texture(ptexBilinearBlocks, "g_sBilinearBlocks"); break; } pf->set_texture(pf->sMemory, "g_sMemory"); pf->set_texture(pf->sFinal, "g_sSrcFinal"); pf->set_texture(pf->sBitwiseANDX, "g_sBitwiseANDX"); pf->set_texture(pf->sBitwiseANDY, "g_sBitwiseANDY"); pf->set_texture(pf->sCLUT, "g_sCLUT"); pf->set_texture(pf->sInterlace, "g_sInterlace"); // set global shader constants pf->set_shader_const(Vector(0.5f, (g_GameSettings&GAME_EXACTCOLOR)?0.9f/256.0f:0.5f/256.0f, 0,1/255.0f), "g_fExactColor"); pf->set_shader_const(Vector(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ), "g_fBilinear"); pf->set_shader_const(Vector(1.0f/256.0f, 1.0004f, 1, 0.5f), "g_fZBias"); pf->set_shader_const(Vector(0,1, 0.001f, 0.5f), "g_fc0"); pf->set_shader_const(Vector(1/1024.0f, 0.2f/1024.0f, 1/128.0f, 1/512.0f), "g_fMult"); } void SetupVertexProgramParameters(CGprogram prog, int context) { CGparameter 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 (g_GameSettings&GAME_NOLOGZ) { g_vdepth = Vector( 255.0 /256.0f, 255.0/65536.0f, 255.0f/(65535.0f*256.0f), 1.0f/(65536.0f*65536.0f)); vlogz = Vector( 1.0f, 0.0f, 0.0f, 0.0f); } else { g_vdepth = Vector( 256.0f*65536.0f, 65536.0f, 256.0f, 65536.0f*65536.0f); vlogz = Vector( 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 ) { //ERROR_LOG ("Use flat-z\n"); cgGLSetParameter4fv(p, vlogz); } else ERROR_LOG ("Shader file version is outdated! Only is log-Z possible\n"); } Vector vnorm = Vector(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, Vector(-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, Vector(1.0f/256.0f, 1.0004f, 1, 0.5f)); p = cgGetNamedParameter(prog, "g_fc0"); if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) cgGLSetParameter4fv(p, Vector(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) ) { \ ERROR_LOG("Failed to load vs %d: \n%s\n", Index, cgGetLastListing(g_cgcontext)); \ return false; \ } \ cgGLLoadProgram(prog); \ if( cgGetError() != CG_NO_ERROR ) ERROR_LOG("failed to load program %d\n", 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) ) { \ ERROR_LOG("Failed to load ps %d: \n%s\n", Index, cgGetLastListing(g_cgcontext)); \ return false; \ } \ cgGLLoadProgram(fragment.prog); \ if( cgGetError() != CG_NO_ERROR ) { \ ERROR_LOG("failed to load program %d\n", Index); \ bLoadSuccess = false; \ } \ SetupFragmentProgramParameters(&fragment, !!(Index&SH_CONTEXT1), 0); \ } \ bool ZeroGS::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(int i = 0; i < ARRAY_SIZE(ppsTexture); ++i) { SAFE_RELEASE_PROG(ppsTexture[i].prog); ppsTexture[i].prog = NULL; } #ifndef _DEBUG memset(ppsTexture, 0, sizeof(ppsTexture)); #endif return true; } // called bool ZeroGS::LoadExtraEffects() { 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 ) { ERROR_LOG("Failed to load BitBltAAPS, using BitBltPS\n"); 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 ) ERROR_LOG("Failed to create CRTC shaders\n"); 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* ZeroGS::LoadShadeEffect(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 < ARRAY_SIZE(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 ) ERROR_LOG("%d %d\n", 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 ) { ERROR_LOG("Failed to load shader %d,%d,%d,%d\n", type, fog, texfilter, 4*clamp.wms+clamp.wmt); if( pbFailed != NULL ) *pbFailed = true; return pf; // } } return pf; } ERROR_LOG("Failed to create shader %d,%d,%d,%d\n", 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) ) { \ ERROR_LOG("Failed to load vs %s: \n%s\n", name, cgGetLastListing(g_cgcontext)); \ return false; \ } \ cgGLLoadProgram(prog); \ if( cgGetError() != CG_NO_ERROR ) ERROR_LOG("failed to load program %s\n", 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) ) { \ ERROR_LOG("Failed to load ps %s: \n%s\n", name, cgGetLastListing(g_cgcontext)); \ return false; \ } \ cgGLLoadProgram(fragment.prog); \ if( cgGetError() != CG_NO_ERROR ) { \ ERROR_LOG("failed to load program %s\n", name); \ bLoadSuccess = false; \ } \ SetupFragmentProgramParameters(&fragment, args[0]==context1, 0); \ SET_PSFILENAME(fragment, name); \ } \ bool ZeroGS::LoadEffects() { // clear the textures for(int i = 0; i < ARRAY_SIZE(ppsTexture); ++i) { SAFE_RELEASE_PROG(ppsTexture[i].prog); } #ifndef _DEBUG memset(ppsTexture, 0, sizeof(ppsTexture)); #endif return true; } bool ZeroGS::LoadExtraEffects() { 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 ) { ERROR_LOG("Failed to load BitBltAAPS, using BitBltPS\n"); 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 ) ERROR_LOG("Failed to create CRTC shaders\n"); 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 ) { // ERROR_LOG("Disabling MRT depth writing\n"); // s_bWriteDepth = FALSE; // } return true; } FRAGMENTSHADER* ZeroGS::LoadShadeEffect(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 ) { ERROR_LOG("Failed to load shader %d,%d,%d,%d\n", type, fog, texfilter, 4*clamp.wms+clamp.wmt); if( pbFailed != NULL ) *pbFailed = true; //assert(0); // NULL makes things crash return pf; // } } return pf; } ERROR_LOG("Failed to create shader %d,%d,%d,%d\n", type, fog, texfilter, 4*clamp.wms+clamp.wmt); if( pbFailed != NULL ) *pbFailed = true; return NULL; } #endif // RELEASE_TO_PUBLIC