mirror of https://github.com/PCSX2/pcsx2.git
981 lines
34 KiB
C++
981 lines
34 KiB
C++
/* ZZ Open GL graphics plugin
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* Copyright (c)2009 zeydlitz@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2006
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#if defined(GLSL_API) && !defined(GLSL4_API) // This code is only for GLSL API
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// ZZogl Shader manipulation functions.
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/*
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* used cg calls:
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* cgGLIsProfileSupported -- don't needed
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* cgGetErrorString -- later
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* cgGetLastListing -- later
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* cgSetErrorHandler -- later
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* cgCreateContext -- think that don't need
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* cgGLEnableProfile -- don't need
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* cgGLSetOptimalOptions -- don't need?
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* cgGLSetManageTextureParameters -- what's this?
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* cgCreateParameter -- don't need
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* cgGLLoadProgram void LinkProgram(uint program)
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* cgGetError -- later
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* cgGLDisableProfile -- don't need
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* cgGLSetParameter4fv
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* cgGetNamedParameter
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* cgGLEnableTextureParameter
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* cgIsParameterUsed
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* cgGLBindProgram void UseProgram(uint program)
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* cgConnectParameter
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* cgIsProgram bool IsProgram(uint program)
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* cgCreateProgramFromFile
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*/
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//------------------- Includes
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#include "Util.h"
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#include "ZZoglShaders.h"
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#include "zpipe.h"
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#include <math.h>
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#include <map>
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#include <fcntl.h> // this for open(). Maybe linux-specific
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#include <sys/mman.h> // and this for mmap
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// ----------------- Defines
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#define TEXWRAP_REPEAT 0
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#define TEXWRAP_CLAMP 1
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#define TEXWRAP_REGION_REPEAT 2
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#define TEXWRAP_REPEAT_CLAMP 3
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#ifdef DEVBUILD
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# define UNIFORM_ERROR_LOG ZZLog::Error_Log
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#else
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# define UNIFORM_ERROR_LOG
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#endif
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// Set it to 0 to diable context usage, 1 -- to enable. FFX-1 have a strange issue with ClampExt.
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#define NOCONTEXT 0
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#define NUMBER_OF_SAMPLERS 11
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#define MAX_SHADER_NAME_SIZE 25
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#define MAX_UNIFORM_NAME_SIZE 20
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#define DEFINE_STRING_SIZE 256
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//------------------ Constants
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// Used in a logarithmic Z-test, as (1-o(1))/log(MAX_U32).
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const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
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const static char* g_pTexTypes[] = { "32", "tex32", "clut32", "tex32to16", "tex16to8h" };
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const static char* g_pShaders[4] = { "full", "reduced", "accurate", "accurate-reduced" };
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// ----------------- Global Variables
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ZZshContext g_cgcontext;
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ZZshProfile cgvProf, cgfProf;
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int g_nPixelShaderVer = 0; // default
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u8* s_lpShaderResources = NULL;
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ZZshShaderLink pvs[16] = {sZero}, g_vsprog = sZero, g_psprog = sZero; // 2 -- ZZ
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ZZshParameter g_vparamPosXY[2] = {pZero}, g_fparamFogColor = pZero;
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ZZshProgram ZZshMainProgram;
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char* ZZshSource; // Shader's source data.
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off_t ZZshSourceSize;
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extern char EFFECT_NAME[256]; // All this variables used for testing and set manually
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extern char EFFECT_DIR[256];
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bool g_bCRTCBilinear = true;
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float4 g_vdepth, vlogz;
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FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne;
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FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
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FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
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FRAGMENTSHADER ppsCRTC[2], /*ppsCRTC24[2],*/ ppsCRTCTarg[2];
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VERTEXSHADER pvsStore[16];
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VERTEXSHADER pvsBitBlt;
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inline bool LoadEffects();
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extern bool s_bWriteDepth;
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struct SHADERHEADER
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{
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unsigned int index, offset, size; // if highest bit of index is set, pixel shader
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};
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map<int, SHADERHEADER*> mapShaderResources;
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// Debug variable, store name of the function that call the shader.
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const char* ShaderCallerName = "";
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const char* ShaderHandleName = "";
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int NumActiveUniforms, NumGlobalUniforms;
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ZZshParamInfo UniformsIndex[MAX_ACTIVE_UNIFORMS] = {qZero};
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const char* ShaderNames[MAX_ACTIVE_SHADERS] = {""};
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ZZshShaderType ShaderTypes[MAX_ACTIVE_SHADERS] = {ZZ_SH_NONE};
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ZZshProgram CompiledPrograms[MAX_ACTIVE_SHADERS][MAX_ACTIVE_SHADERS] = {{0}};
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const char* TextureUnits[NUMBER_OF_SAMPLERS] =
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{"g_sMemory[0]", "g_sMemory[1]", "g_sSrcFinal", "g_sBitwiseANDX", "g_sBitwiseANDY", "g_sInterlace", \
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"g_sCLUT", "g_sBlocks", "g_sBilinearBlocks", "g_sConv16to32", "g_sConv32to16"};
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ZZshPARAMTYPE TextureTypes[NUMBER_OF_SAMPLERS] =
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{ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, ZZ_TEXTURE_RECT, \
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ZZ_TEXTURE_2D, ZZ_TEXTURE_2D, ZZ_TEXTURE_2D, ZZ_TEXTURE_2D, ZZ_TEXTURE_3D} ;
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//------------------ Code
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inline int GET_SHADER_INDEX(int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int context, int ps) {
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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) ;
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}
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// Nothing need to be done.
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bool ZZshCheckProfilesSupport() {
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return true;
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}
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// Error handler. Setup in ZZogl_Create once.
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void HandleCgError(ZZshContext ctx, ZZshError err, void* appdata)
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{/*
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ZZLog::Error_Log("%s->%s: %s", ShaderCallerName, ShaderHandleName, cgGetErrorString(err));
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const char* listing = cgGetLastListing(g_cgcontext);
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if (listing != NULL)
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ZZLog::Debug_Log(" last listing: %s", listing);
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*/
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}
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float ZeroFloat4[4] = {0};
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inline void SettleFloat(float* f, const float* v) {
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f[0] = v[0];
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f[1] = v[1];
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f[2] = v[2];
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f[3] = v[3];
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}
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inline ZZshParamInfo ParamInfo(const char* ShName, ZZshPARAMTYPE type, const float fvalue[], GLuint sampler, GLint texid, bool Constant, bool Settled) {
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ZZshParamInfo x;
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x.ShName = new char[MAX_UNIFORM_NAME_SIZE];
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x.ShName = ShName;
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x.type = type;
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SettleFloat(x.fvalue, fvalue);
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x.sampler = sampler;
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x.texid = texid;
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x.Constant = Constant;
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x.Settled = Settled;
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return x;
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}
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inline void SetGlobalUniform(ZZshParameter* param, const char* name) {
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*param = NumActiveUniforms;
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UniformsIndex[NumActiveUniforms] = ParamInfo(name, ZZ_FLOAT4, ZeroFloat4, -1, 0, false, false);
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NumActiveUniforms++;
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}
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bool ZZshStartUsingShaders() {
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ZZLog::Error_Log("Creating effects.");
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B_G(LoadEffects(), return false);
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if (!glCreateShader)
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{
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ZZLog::Error_Log("GLSL shaders is not supported, stop.");
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return false;
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}
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// create a sample shader
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clampInfo temp;
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memset(&temp, 0, sizeof(temp));
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temp.wms = 3; temp.wmt = 3;
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g_nPixelShaderVer = 0;//SHADER_ACCURATE;
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// test
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bool bFailed;
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FRAGMENTSHADER* pfrag = ZZshLoadShadeEffect(0, 1, 1, 1, 1, temp, 0, &bFailed);
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if( bFailed || pfrag == NULL ) {
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g_nPixelShaderVer = SHADER_ACCURATE|SHADER_REDUCED;
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pfrag = ZZshLoadShadeEffect(0, 0, 1, 1, 0, temp, 0, &bFailed);
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if( pfrag != NULL )
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glLinkProgram(pfrag->Shader);
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if( bFailed || pfrag == NULL || glGetError() != GL_NO_ERROR) {
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g_nPixelShaderVer = SHADER_REDUCED;
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ZZLog::Error_Log("Basic shader test failed.");
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}
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}
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ZZshMainProgram = glCreateProgram();
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NumActiveUniforms = 0;
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SetGlobalUniform(&g_fparamFogColor, "g_fFogColor");
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SetGlobalUniform(&g_vparamPosXY[0], "g_fPosXY[0]");
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SetGlobalUniform(&g_vparamPosXY[1], NOCONTEXT?"g_fPosXY[1]":"g_fPosXY[0]");
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NumGlobalUniforms = NumActiveUniforms;
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if (g_nPixelShaderVer & SHADER_REDUCED)
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conf.bilinear = 0;
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ZZLog::Error_Log("Creating extra effects.");
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B_G(ZZshLoadExtraEffects(), return false);
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ZZLog::Error_Log("Using %s shaders.", g_pShaders[g_nPixelShaderVer]);
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return true;
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}
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// open shader file according to build target
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bool ZZshCreateOpenShadersFile() {
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std::string ShaderFileName("plugins/ps2hw.glsl");
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int ShaderFD = open(ShaderFileName.c_str(), O_RDONLY);
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struct stat sb;
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if ((ShaderFD == -1) || (fstat(ShaderFD, &sb) == -1)) {
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// Each linux distributions have his rules for path so we give them the possibility to
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// change it with compilation flags. -- Gregory
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#ifdef GLSL_SHADER_DIR_COMPILATION
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#define xGLSL_SHADER_DIR_str(s) GLSL_SHADER_DIR_str(s)
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#define GLSL_SHADER_DIR_str(s) #s
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ShaderFileName = string(xGLSL_SHADER_DIR_str(GLSL_SHADER_DIR_COMPILATION)) + "/ps2hw.glsl";
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ShaderFD = open(ShaderFileName.c_str(), O_RDONLY);
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#endif
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if ((ShaderFD == -1) || (fstat(ShaderFD, &sb) == -1)) {
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ZZLog::Error_Log("No source for %s: \n", ShaderFileName.c_str());
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return false;
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}
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}
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ZZshSourceSize = sb.st_size;
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ZZshSource = (char*)mmap(NULL, sb.st_size, PROT_READ | PROT_WRITE, MAP_PRIVATE, ShaderFD, 0); // This function directly maped file into memory.
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ZZshSource[ ZZshSourceSize - 1] = 0; // Made source null-terminated.
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close(ShaderFD);
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return true;
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}
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void ZZshExitCleaning() {
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munmap(ZZshSource, ZZshSourceSize);
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}
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// Disable CG
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void ZZshGLDisableProfile() { // This stop all other shader programs from running;
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glUseProgram(0);
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}
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//Enable CG
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void ZZshGLEnableProfile() {
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}
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//-------------------------------------------------------------------------------------
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// The same function for texture, also to cgGLEnable
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void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name) {
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if (param > -1) {
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// ZZLog::Error_Log("Set texture parameter %s %d... Ok", name, texobj);
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UniformsIndex[param].texid = texobj;
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UniformsIndex[param].Settled = true;
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}
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}
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void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name) {
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if (param > -1) {
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// ZZLog::Error_Log("Set texture parameter %s %d... Ok", name, texobj);
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UniformsIndex[param].texid = texobj;
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UniformsIndex[param].Settled = true;
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}
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}
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// This is helper of cgGLSetParameter4fv, made for debug purpose.
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// Name could be any string. We must use it on compilation time, because erroneus handler does not
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// return name
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void ZZshSetParameter4fv(ZZshShaderLink& prog, ZZshParameter param, const float* v, const char* name) {
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if (param > -1) {
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// ZZLog::Error_Log("Set float parameter %s %f, %f, %f, %f... Ok", name, v[0], v[1], v[2], v[3]);
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SettleFloat(UniformsIndex[param].fvalue, v);
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UniformsIndex[param].Settled = true;
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}
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}
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void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name) {
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if (param > -1) {
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// ZZLog::Error_Log("Set float parameter %s %f, %f, %f, %f... Ok", name, v[0], v[1], v[2], v[3]);
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SettleFloat(UniformsIndex[param].fvalue, v);
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UniformsIndex[param].Settled = true;
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}
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}
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// The same stuff, but also with retry of param, name should be USED name of param for prog.
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void ZZshSetParameter4fvWithRetry(ZZshParameter* param, ZZshShaderLink& prog, const float* v, const char* name) {
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if (param != NULL)
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ZZshSetParameter4fv(prog, *param, v, name);
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}
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// Used sometimes for color 1.
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void ZZshDefaultOneColor( FRAGMENTSHADER& ptr ) {
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// return;
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ShaderHandleName = "Set Default One colot";
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float4 v = float4 ( 1, 1, 1, 1 );
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ZZshSetParameter4fv(ptr.prog, ptr.sOneColor, v, "DegaultOne");
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}
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//-------------------------------------------------------------------------------------
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const GLchar * EmptyVertex = "void main(void) {gl_Position = ftransform();}";
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const GLchar * EmptyFragment = "void main(void) {gl_FragColor = gl_Color;}";
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inline ZZshProgram UseEmptyProgram(const char* name, GLenum shaderType) {
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GLuint shader = glCreateShader(shaderType);
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if (shaderType == GL_VERTEX_SHADER)
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glShaderSource(shader, 1, &EmptyVertex, NULL);
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else
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glShaderSource(shader, 1, &EmptyFragment, NULL);
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glCompileShader(shader);
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ZZshProgram prog = glCreateProgram();
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glAttachShader(prog, shader);
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glLinkProgram(prog);
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if( !glIsProgram(prog) || glGetError() != GL_NO_ERROR ) {
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ZZLog::Error_Log("Failed to load empty shader for %s:", name);
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return -1;
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}
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ZZLog::Error_Log("Used Empty program for %s... Ok.",name);
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return prog;
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}
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ZZshShaderType ZZshGetShaderType(const char* name) {
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if (strncmp(name, "TextureFog", 10) == 0) return ZZ_SH_TEXTURE_FOG;
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if (strncmp(name, "Texture", 7) == 0) return ZZ_SH_TEXTURE;
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if (strncmp(name, "RegularFog", 10) == 0) return ZZ_SH_REGULAR_FOG;
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if (strncmp(name, "Regular", 7) == 0) return ZZ_SH_REGULAR;
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if (strncmp(name, "Zero", 4) == 0) return ZZ_SH_ZERO;
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return ZZ_SH_CRTC;
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}
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inline ZZshShader UseEmptyShader(const char* name, GLenum shaderType) {
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GLuint shader = glCreateShader(shaderType);
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if (shaderType == GL_VERTEX_SHADER)
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glShaderSource(shader, 1, &EmptyVertex, NULL);
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else
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glShaderSource(shader, 1, &EmptyFragment, NULL);
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glCompileShader(shader);
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ShaderNames[shader] = name;
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ShaderTypes[shader] = ZZshGetShaderType(name);
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ZZLog::Error_Log("Used Empty shader for %s... Ok.",name);
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return shader;
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}
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inline bool GetCompilationLog(GLuint shader) {
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GLint CompileStatus;
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glGetShaderiv(shader, GL_COMPILE_STATUS, &CompileStatus);
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if (CompileStatus == GL_TRUE)
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return true;
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int* lenght, infologlength;
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glGetShaderiv(shader, GL_INFO_LOG_LENGTH, &infologlength);
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char* InfoLog = new char[infologlength];
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glGetShaderInfoLog(shader, infologlength, lenght, InfoLog);
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ZZLog::Error_Log("Compiling... %d:\t %s", shader, InfoLog);
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return false;
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}
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inline bool CompileShader(ZZshProgram& shader, const char* DefineString, const char* name, GLenum shaderType) {
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const GLchar* ShaderSource[2];
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ShaderSource[0] = (const GLchar*)DefineString;
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ShaderSource[1] = (const GLchar*)ZZshSource;
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shader = glCreateShader(shaderType);
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glShaderSource(shader, 2, &ShaderSource[0], NULL);
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glCompileShader(shader);
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ZZLog::Debug_Log("Creating shader %d for %s", shader, name);
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if (!GetCompilationLog(shader)) {
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ZZLog::Error_Log("Failed to compile shader for %s:", name);
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return false;
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}
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ShaderTypes[shader] = ZZshGetShaderType(name);
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ShaderNames[shader] = name;
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GL_REPORT_ERRORD();
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return true;
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}
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inline bool LoadShaderFromFile(ZZshShader& shader, const char* DefineString, const char* name, GLenum ShaderType) { // Linux specific, as I presume
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if (!CompileShader(shader, DefineString, name, ShaderType)) {
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ZZLog::Error_Log("Failed to compile shader for %s: ", name);
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return false;
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}
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ZZLog::Error_Log("Used shader for %s... Ok",name);
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return true;
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}
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inline bool GetLinkLog(ZZshProgram prog) {
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GLint LinkStatus;
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glGetProgramiv(prog, GL_LINK_STATUS, &LinkStatus);
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int unif, atrib;
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glGetProgramiv(prog, GL_ACTIVE_UNIFORMS, &unif);
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glGetProgramiv(prog, GL_ACTIVE_ATTRIBUTES, &atrib);
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UNIFORM_ERROR_LOG("Uniforms %d, attributes %d", unif, atrib);
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if (LinkStatus == GL_TRUE && glIsProgram(prog)) return true;
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#if defined(DEVBUILD) || defined(_DEBUG)
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int* lenght, infologlength;
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glGetProgramiv(prog, GL_INFO_LOG_LENGTH, &infologlength);
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char* InfoLog = new char[infologlength];
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glGetProgramInfoLog(prog, infologlength, lenght, InfoLog);
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if (!infologlength == 0)
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ZZLog::Error_Log("Linking %d... %d:\t %s", prog, infologlength, InfoLog);
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#endif
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return false;
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}
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//-------------------------------------------------------------------------------------
|
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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
|