mirror of https://github.com/PCSX2/pcsx2.git
355 lines
12 KiB
C
355 lines
12 KiB
C
/* ZZ Open GL graphics plugin
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* Copyright (c)2009-2010 zeydlitz@gmail.com, arcum42@gmail.com
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* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2008
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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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#ifndef __ZEROGS_SHADERS_H__
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#define __ZEROGS_SHADERS_H__
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// -- Not very important things, but we keep it to enumerate shader
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#define NUM_FILTERS 2 // texture filtering
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#define NUM_TYPES 5 // types of texture read modes
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#define NUM_TEXWRAPS 4 // texture wrapping
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#define NUM_SHADERS (NUM_FILTERS*NUM_TYPES*NUM_TEXWRAPS*32) // # shaders for a given ps
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// Just bitmask for different type of shaders
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#define SHADER_REDUCED 1 // equivalent to ps2.0
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#define SHADER_ACCURATE 2 // for older cards with less accurate math (ps2.x+)
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#include "ZZoglMath.h"
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#include "GS.h"
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// By default enable nvidia cg api
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#if !defined(GLSL_API) && !defined(NVIDIA_CG_API)
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#define NVIDIA_CG_API
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#endif
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// --------------------------- API abstraction level --------------------------------
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#ifdef NVIDIA_CG_API // Code for NVIDIA cg-toolkit API
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#include <Cg/cg.h>
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#include <Cg/cgGL.h>
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#define ZZshProgram CGprogram
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#define ZZshShader CGprogram
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#define ZZshShaderLink CGprogram
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#define ZZshParameter CGparameter
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#define ZZshContext CGcontext
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#define ZZshProfile CGprofile
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#define ZZshError CGerror
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#define pZero 0 // Zero parameter
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#define sZero 0 // Zero program
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#define SAFE_RELEASE_PROG(x) { if( (x) != NULL ) { cgDestroyProgram(x); x = NULL; } }
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inline bool ZZshActiveParameter(ZZshParameter param) {return (param !=NULL); }
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#endif // end NVIDIA cg-toolkit API
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#ifdef GLSL_API
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enum ZZshPARAMTYPE {
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ZZ_UNDEFINED,
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ZZ_TEXTURE_2D,
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ZZ_TEXTURE_RECT,
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ZZ_TEXTURE_3D,
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ZZ_FLOAT4,
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};
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typedef struct {
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const char* ShName; // Name of uniform
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ZZshPARAMTYPE type; // Choose between parameter type
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float fvalue[4];
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GLuint sampler; // Number of texture unit in array
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GLint texid; // Number of texture - texid.
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bool Constant; // Uniform could be constants, does not change at program flow
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bool Settled; // Check if Uniform value was set.
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} ZZshParamInfo;
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typedef struct {
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void* link;
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bool isFragment;
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} ZZshShaderLink;
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#define ZZshProgram GLuint
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#define ZZshShader GLuint
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#define ZZshParameter GLint
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#define ZZshContext int
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#define ZZshProfile int
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#define ZZshError int
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#define ZZshIndex GLuint
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const ZZshParamInfo qZero = {ShName:"", type:ZZ_UNDEFINED, fvalue:{0}, sampler: -1, texid: 0, Constant: false, Settled: false};
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#define pZero 0
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const ZZshShaderLink sZero = {link: NULL, isFragment: false};
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inline bool ZZshActiveParameter(ZZshParameter param) {return (param > -1); }
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#define SAFE_RELEASE_PROG(x) { /*don't know what to do*/ }
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// ---------------------------
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#endif
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//const static char* g_pPsTexWrap[] = { "-DREPEAT", "-DCLAMP", "-DREGION_REPEAT", NULL };
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enum ZZshShaderType {ZZ_SH_ZERO, ZZ_SH_REGULAR, ZZ_SH_REGULAR_FOG, ZZ_SH_TEXTURE, ZZ_SH_TEXTURE_FOG, ZZ_SH_CRTC, ZZ_SH_NONE};
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// We have "compatible" shaders, as RegularFogVS and RegularFogPS. if don't need to wory about incompatible shaders
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// It used only in GLSL mode.
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// ------------------------- Variables -------------------------------
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extern int g_nPixelShaderVer;
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extern ZZshShaderLink pvs[16], g_vsprog, g_psprog;
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extern ZZshParameter g_vparamPosXY[2], g_fparamFogColor;
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#define MAX_ACTIVE_UNIFORMS 600
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#define MAX_ACTIVE_SHADERS 400
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struct FRAGMENTSHADER
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{
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FRAGMENTSHADER() : prog(sZero), Shader(0), sMemory(pZero), sFinal(pZero), sBitwiseANDX(pZero), sBitwiseANDY(pZero), sInterlace(pZero), sCLUT(pZero), sOneColor(pZero), sBitBltZ(pZero),
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fTexAlpha2(pZero), fTexOffset(pZero), fTexDims(pZero), fTexBlock(pZero), fClampExts(pZero), fTexWrapMode(pZero),
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fRealTexDims(pZero), fTestBlack(pZero), fPageOffset(pZero), fTexAlpha(pZero) {}
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ZZshShaderLink prog; // it link to FRAGMENTSHADER structure, for compability between GLSL and CG
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ZZshShader Shader; // GLSL store shader's not as ready programs, but as shaders compilated object. VS and PS should be linked together to
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// made a program.
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ZZshShaderType ShaderType; // Not every PS and VS are used together, only compatible ones.
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ZZshParameter sMemory, sFinal, sBitwiseANDX, sBitwiseANDY, sInterlace, sCLUT;
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ZZshParameter sOneColor, sBitBltZ, sInvTexDims;
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ZZshParameter fTexAlpha2, fTexOffset, fTexDims, fTexBlock, fClampExts, fTexWrapMode, fRealTexDims, fTestBlack, fPageOffset, fTexAlpha;
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int ParametersStart, ParametersFinish; // this is part of UniformsIndex array in which parameters of this shader stored. Last one is ParametersFinish-1
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#ifdef _DEBUG
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string filename;
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#endif
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#ifdef NVIDIA_CG_API
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void set_uniform_param(ZZshParameter &var, const char *name)
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{
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ZZshParameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE) var = p;
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}
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bool set_texture(GLuint texobj, const char *name)
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{
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ZZshParameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
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{
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cgGLSetTextureParameter(p, texobj);
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cgGLEnableTextureParameter(p);
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return true;
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}
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return false;
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}
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bool connect(ZZshParameter &tex, const char *name)
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{
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ZZshParameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
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{
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cgConnectParameter(tex, p);
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return true;
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}
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return false;
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}
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bool set_texture(ZZshParameter &tex, const char *name)
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{
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ZZshParameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
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{
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//cgGLEnableTextureParameter(p);
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tex = p;
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return true;
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}
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return false;
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}
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bool set_shader_const(float4 v, const char *name)
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{
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ZZshParameter p;
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p = cgGetNamedParameter(prog, name);
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if (p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE)
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{
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cgGLSetParameter4fv(p, v);
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return true;
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}
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return false;
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}
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#endif
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};
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struct VERTEXSHADER
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{
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VERTEXSHADER() : prog(sZero), Shader(0), sBitBltPos(pZero), sBitBltTex(pZero) {}
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ZZshShaderLink prog;
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ZZshShader Shader;
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ZZshShaderType ShaderType;
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ZZshParameter sBitBltPos, sBitBltTex, fBitBltTrans; // vertex shader constants
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int ParametersStart, ParametersFinish;
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};
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extern float4 g_vdepth;
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extern float4 vlogz;
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extern VERTEXSHADER pvsBitBlt;
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extern FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne; // ppsOne used to stop using shaders for draw
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extern FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
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extern FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
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extern FRAGMENTSHADER ppsCRTC[2], /*ppsCRTC24[2],*/ ppsCRTCTarg[2];
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extern int interlace_mode;
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enum CRTC_TYPE
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{
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CRTC_RENDER,
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//CRTC_RENDER_24,
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CRTC_RENDER_TARG
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};
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static __forceinline FRAGMENTSHADER* curr_ppsCRTC() { return &ppsCRTC[interlace_mode]; }
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//static __forceinline FRAGMENTSHADER* curr_ppsCRTC24() { return &ppsCRTC24[interlace_mode]; }
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static __forceinline FRAGMENTSHADER* curr_ppsCRTCTarg() { return &ppsCRTCTarg[interlace_mode]; }
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static __forceinline FRAGMENTSHADER* curr_pps(CRTC_TYPE render_type)
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{
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switch (render_type)
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{
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case CRTC_RENDER: return curr_ppsCRTC();
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//case CRTC_RENDER_24: return curr_ppsCRTC24();
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case CRTC_RENDER_TARG: return curr_ppsCRTCTarg();
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default: return NULL;
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}
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}
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// ------------------------- Functions -------------------------------
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#ifdef NVIDIA_CG_API
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inline bool ZZshExistProgram(FRAGMENTSHADER* pf) {return (pf->prog != NULL); }; // We don't check ps != NULL, so be warned,
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inline bool ZZshExistProgram(VERTEXSHADER* pf) {return (pf->prog != NULL); };
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inline bool ZZshExistProgram(ZZshShaderLink prog) {return (prog != NULL); };
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#endif
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#ifdef GLSL_API
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inline bool ZZshExistProgram(FRAGMENTSHADER* pf) {return (pf->Shader != 0); };
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inline bool ZZshExistProgram(VERTEXSHADER* pf) {return (pf->Shader != 0); };
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inline bool ZZshExistProgram(ZZshShaderLink prog) {return (prog.link != NULL); } // This is used for pvs mainly. No NULL means that we do LOAD_VS
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#endif
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extern const char* ShaderCallerName;
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extern const char* ShaderHandleName;
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inline void SetShaderCaller(const char* Name) {
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ShaderCallerName = Name;
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}
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inline void SetHandleName(const char* Name) {
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ShaderHandleName = Name;
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}
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inline void ResetShaderCounters() {
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// g_vsprog = g_psprog = sZero;
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}
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/////////////////////////////////////////////////////////////////
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// Improvement:
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// * store the location of uniform. Avoid to call glGetUniformLocation a lots of time
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// * Use separate shader build pipeline: current code emulate this behavior but with the recent opengl4
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// it would be much more easier to code it.
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/////////////////////////////////////////////////////////////////
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// GLSL: Stub
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extern bool ZZshCheckProfilesSupport();
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// Try various Shader to choose supported configuration
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// g_nPixelShaderVer -> SHADER_ACCURATE and SHADER_REDUCED
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// Honestly we can probably stop supporting those cards.
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extern bool ZZshStartUsingShaders();
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// Open the shader file into an source array
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extern bool ZZshCreateOpenShadersFile();
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// Those 2 functions are used to stop/start shader. The idea is to draw the HUD text.
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// Enable is not implemented and it is likely to stop everythings
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extern void ZZshGLDisableProfile();
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extern void ZZshGLEnableProfile();
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// Set the Uniform parameter in host (NOT GL)
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// Param seem to be an absolute index inside a table of uniform
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extern void ZZshSetParameter4fv(ZZshShaderLink prog, ZZshParameter param, const float* v, const char* name);
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extern void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name);
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extern void ZZshSetParameter4fvWithRetry(ZZshParameter* param, ZZshShaderLink prog, const float* v, const char* name);
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// Set the Texture parameter in host (NOT GL)
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extern void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name);
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extern void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name);
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// Set a default value for 1 uniform in host (NOT GL)
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extern void ZZshDefaultOneColor( FRAGMENTSHADER ptr );
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// Link then run with the new Vertex/Fragment Shader
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extern void ZZshSetVertexShader(ZZshShaderLink prog);
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extern void ZZshSetPixelShader(ZZshShaderLink prog);
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// Compile standalone Fragment/Vertex shader program
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// Note It also init all the Uniform parameter in host (NOT GL)
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extern bool ZZshLoadExtraEffects();
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// Clean some stuff on exit
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extern void ZZshExitCleaning();
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extern FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed);
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// only sets a limited amount of state (for Update)
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void SetTexVariablesInt(int context, int bilinear, const tex0Info& tex0, bool CheckVB, FRAGMENTSHADER* pfragment, int force);
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extern u32 ptexBlocks; // holds information on block tiling. It's texture number in OpenGL -- if 0 than such texture
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extern u32 ptexConv16to32; // does not exists. This textures should be created on start and released on finish.
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extern u32 ptexBilinearBlocks;
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extern u32 ptexConv32to16;
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#endif
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