mirror of https://github.com/PCSX2/pcsx2.git
587 lines
19 KiB
C++
587 lines
19 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifdef 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 DEFINE_STRING_SIZE 256
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// #define ENABLE_MARKER // Fire some marker for opengl Debugger (apitrace, gdebugger)
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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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const static char* g_pPsTexWrap[] = { "#define REPEAT 1\n", "#define CLAMP 1\n", "#define REGION_REPEAT 1\n", "\n" };
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const int GLSL_VERSION = 330;
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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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char* ZZshSource; // Shader's source data.
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off_t ZZshSourceSize;
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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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// 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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ZZshProgram CompiledPrograms[MAX_ACTIVE_SHADERS][MAX_ACTIVE_SHADERS] = {{0}};
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// new for GLSL4
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GSUniformBufferOGL *constant_buffer;
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GSUniformBufferOGL *common_buffer;
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GSUniformBufferOGL *vertex_buffer;
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GSUniformBufferOGL *fragment_buffer;
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GSVertexBufferStateOGL *vertex_array;
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COMMONSHADER g_cs;
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static GLuint s_pipeline = 0;
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//FRAGMENTSHADER ppsDebug;
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//FRAGMENTSHADER ppsDebug2;
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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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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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init_shader();
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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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return false;
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ZZLog::Error_Log("Shader test failed.");
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}
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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_gl4.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_gl4.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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delete constant_buffer;
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delete common_buffer;
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delete vertex_buffer;
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delete fragment_buffer;
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glDeleteProgramPipelines(1, &s_pipeline);
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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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glBindProgramPipeline(0);
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}
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//Enable CG
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void ZZshGLEnableProfile() {
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glBindProgramPipeline(s_pipeline);
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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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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "CS: texture %d, param %d", texobj, param);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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#endif
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g_cs.set_texture(param, texobj);
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}
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void ZZshGLSetTextureParameter(ZZshShaderLink prog, ZZshParameter param, GLuint texobj, const char* name) {
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FRAGMENTSHADER* shader = (FRAGMENTSHADER*)prog.link;
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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "FS(%d):texture %d, param %d", shader->program, texobj, param);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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#endif
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shader->set_texture(param, texobj);
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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 (prog.isFragment) {
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FRAGMENTSHADER* shader = (FRAGMENTSHADER*)prog.link;
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shader->ZZshSetParameter4fv(param, v);
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} else {
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VERTEXSHADER* shader = (VERTEXSHADER*)prog.link;
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shader->ZZshSetParameter4fv(param, v);
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}
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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "prog: uniform (%s) (%f)", name, *v);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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#endif
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}
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void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name) {
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g_cs.ZZshSetParameter4fv(param, v);
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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "CS: uniform (%s) (%f)", name, *v);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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#endif
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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 (prog.isFragment) {
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FRAGMENTSHADER* shader = (FRAGMENTSHADER*)prog.link;
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shader->ZZshSetParameter4fv(*param, v);
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} else {
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VERTEXSHADER* shader = (VERTEXSHADER*)prog.link;
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shader->ZZshSetParameter4fv(*param, v);
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}
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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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ShaderHandleName = "Set Default One colot";
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float4 v = float4 ( 1, 1, 1, 1 );
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ptr.ZZshSetParameter4fv(ptr.sOneColor, v);
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}
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//-------------------------------------------------------------------------------------
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static bool ValidateProgram(ZZshProgram Prog) {
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GLint isValid;
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glValidateProgram(Prog);
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glGetProgramiv(Prog, GL_VALIDATE_STATUS, &isValid);
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if (!isValid) {
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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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ZZLog::Error_Log("Validation %d... %d:\t %s", Prog, infologlength, InfoLog);
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}
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return (isValid != 0);
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}
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inline bool CompileShaderFromFile(ZZshProgram& program, const std::string& DefineString, std::string main_entry, GLenum ShaderType)
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{
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std::string header("");
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header += format("#version %d\n", GLSL_VERSION);
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header += format("#define %s main\n", main_entry.c_str());
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if (ShaderType == GL_VERTEX_SHADER) header += "#define VERTEX_SHADER 1\n";
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else if (ShaderType == GL_FRAGMENT_SHADER) header += "#define FRAGMENT_SHADER 1\n";
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header += DefineString;
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const GLchar* ShaderSource[2];
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ShaderSource[0] = header.c_str();
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ShaderSource[1] = (const GLchar*)ZZshSource;
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program = glCreateShaderProgramv(ShaderType, 2, &ShaderSource[0]);
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ZZLog::Debug_Log("Creating program %d for %s", program, main_entry.c_str());
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#if defined(DEVBUILD) || defined(_DEBUG)
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if (!ValidateProgram(program)) return false;
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#endif
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return true;
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}
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//-------------------------------------------------------------------------------------
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void ZZshSetupShader() {
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VERTEXSHADER* vs = (VERTEXSHADER*)g_vsprog.link;
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FRAGMENTSHADER* ps = (FRAGMENTSHADER*)g_psprog.link;
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if (vs == NULL || ps == NULL) return;
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// From the glValidateProgram docs: "The implementation may use this as an opportunity to perform any internal
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// shader modifications that may be required to ensure correct operation of the installed
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// shaders given the current GL state"
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// It might be a good idea to validate the pipeline also in release mode???
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#if defined(DEVBUILD) || defined(_DEBUG)
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glValidateProgramPipeline(s_pipeline);
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GLint isValid;
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glGetProgramPipelineiv(s_pipeline, GL_VALIDATE_STATUS, &isValid);
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if (!isValid) ZZLog::Error_Log("Something weird happened on pipeline validation.");
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#endif
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PutParametersInProgram(vs, ps);
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GL_REPORT_ERRORD();
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}
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void ZZshSetVertexShader(ZZshShaderLink prog) {
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g_vsprog = prog;
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VERTEXSHADER* vs = (VERTEXSHADER*)g_vsprog.link;
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if (!vs) return;
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glUseProgramStages(s_pipeline, GL_VERTEX_SHADER_BIT, vs->program);
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}
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void ZZshSetPixelShader(ZZshShaderLink prog) {
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g_psprog = prog;
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FRAGMENTSHADER* ps = (FRAGMENTSHADER*)g_psprog.link;
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if (!ps) return;
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glUseProgramStages(s_pipeline, GL_FRAGMENT_SHADER_BIT, ps->program);
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}
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//------------------------------------------------------------------------------------------------------------------
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void init_shader() {
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// TODO:
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// Note it would be more clever to allocate buffer inside SHADER class
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// Add a dirty flags to avoid to upload twice same data...
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// You need to attach() properly the uniform buffer;
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// Note: don't put GSUniformBuffer creation inside constructor of static object (context won't
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// be set to call gl command)
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// Warning put same order than GLSL
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constant_buffer = new GSUniformBufferOGL(0, sizeof(ConstantUniform));
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common_buffer = new GSUniformBufferOGL(1, sizeof(GlobalUniform));
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vertex_buffer = new GSUniformBufferOGL(2, sizeof(VertexUniform));
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fragment_buffer = new GSUniformBufferOGL(3, sizeof(FragmentUniform));
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constant_buffer->bind();
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constant_buffer->upload((void*)&g_cs.uniform_buffer_constant);
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g_cs.set_texture(g_cs.sBlocks, ptexBlocks);
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g_cs.set_texture(g_cs.sConv16to32, ptexConv16to32);
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g_cs.set_texture(g_cs.sConv32to16, ptexConv32to16);
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g_cs.set_texture(g_cs.sBilinearBlocks, ptexBilinearBlocks);
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glGenProgramPipelines(1, &s_pipeline);
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glBindProgramPipeline(s_pipeline);
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}
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void PutParametersInProgram(VERTEXSHADER* vs, FRAGMENTSHADER* ps) {
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common_buffer->bind();
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common_buffer->upload((void*)&g_cs.uniform_buffer[g_cs.context]);
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vertex_buffer->bind();
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vertex_buffer->upload((void*)&vs->uniform_buffer[vs->context]);
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fragment_buffer->bind();
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fragment_buffer->upload((void*)&ps->uniform_buffer[ps->context]);
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#ifdef ENABLE_MARKER
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char* debug = new char[100];
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sprintf(debug, "FS(%d): enable texture", ps->program);
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if (GLEW_GREMEDY_string_marker) glStringMarkerGREMEDY(0, debug);
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#endif
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g_cs.enable_texture();
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ps->enable_texture();
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}
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std::string BuildGlslMacro(bool writedepth, int texwrap = 3, bool testaem = false, bool exactcolor = false)
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{
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std::string header("");
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if (writedepth) header += "#define WRITE_DEPTH 1\n";
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if (testaem) header += "#define TEST_AEM 1\n";
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if (exactcolor) header += "#define EXACT_COLOR 1\n";
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header += format("%s", g_pPsTexWrap[texwrap]);
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//const char* AddAccurate = (ps & SHADER_ACCURATE)?"#define ACCURATE_DECOMPRESSION 1\n":"";
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return header;
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}
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static __forceinline bool LOAD_VS(const std::string& DefineString, const char* name, VERTEXSHADER& vertex, ZZshProfile context)
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{
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bool flag = CompileShaderFromFile(vertex.program, DefineString, name, GL_VERTEX_SHADER);
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vertex.context = context * NOCONTEXT;
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return flag;
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}
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static __forceinline bool LOAD_PS(const std::string& DefineString, const char* name, FRAGMENTSHADER& fragment, ZZshProfile context)
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{
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bool flag = CompileShaderFromFile(fragment.program, DefineString, name, GL_FRAGMENT_SHADER);
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fragment.context = context * NOCONTEXT;
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return flag;
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|
}
|
|
|
|
inline bool LoadEffects()
|
|
{
|
|
// clear the textures
|
|
for(u32 i = 0; i < ArraySize(ppsTexture); ++i)
|
|
ppsTexture[i].release_prog();
|
|
|
|
return true;
|
|
}
|
|
|
|
bool ZZshLoadExtraEffects() {
|
|
bool bLoadSuccess = true;
|
|
|
|
std::string depth_macro = BuildGlslMacro(true);
|
|
std::string empty_macro = BuildGlslMacro(false);
|
|
|
|
|
|
const char* pvsshaders[4] = { "RegularVS", "TextureVS", "RegularFogVS", "TextureFogVS" };
|
|
|
|
for (int i = 0; i < 4; ++i) {
|
|
if (!LOAD_VS(empty_macro, pvsshaders[i], pvsStore[2 * i], 0)) bLoadSuccess = false;
|
|
if (!LOAD_VS(empty_macro, pvsshaders[i], pvsStore[2 *i + 1 ], 1)) bLoadSuccess = false;
|
|
if (!LOAD_VS(depth_macro, pvsshaders[i], pvsStore[2 *i + 8 ], 0)) bLoadSuccess = false;
|
|
if (!LOAD_VS(depth_macro, pvsshaders[i], pvsStore[2 *i + 8 + 1], 1)) bLoadSuccess = false;
|
|
}
|
|
for (int i = 0; i < 16; ++i)
|
|
pvs[i] = pvsStore[i].prog;
|
|
|
|
if (!LOAD_VS(empty_macro, "BitBltVS", pvsBitBlt, 0)) bLoadSuccess = false;
|
|
GL_REPORT_ERRORD();
|
|
|
|
if (!LOAD_PS(empty_macro, "RegularPS", ppsRegular[0], 0)) bLoadSuccess = false;
|
|
if (!LOAD_PS(empty_macro, "RegularFogPS", ppsRegular[1], 0)) bLoadSuccess = false;
|
|
|
|
if( conf.mrtdepth ) {
|
|
if (!LOAD_PS(depth_macro, "RegularPS", ppsRegular[2], 0)) bLoadSuccess = false;
|
|
if (!bLoadSuccess) conf.mrtdepth = 0;
|
|
|
|
if (!LOAD_PS(depth_macro, "RegularFogPS", ppsRegular[3], 0)) bLoadSuccess = false;
|
|
if (!bLoadSuccess) conf.mrtdepth = 0;
|
|
}
|
|
|
|
if (!LOAD_PS(empty_macro, "BitBltPS", ppsBitBlt[0], 0)) bLoadSuccess = false;
|
|
if (!LOAD_PS(empty_macro, "BitBltAAPS", ppsBitBlt[1], 0)) bLoadSuccess = false;
|
|
if (!bLoadSuccess) {
|
|
ZZLog::Error_Log("Failed to load BitBltAAPS, using BitBltPS.");
|
|
if (!LOAD_PS(empty_macro, "BitBltPS", ppsBitBlt[1], 0)) bLoadSuccess = false;
|
|
}
|
|
|
|
if (!LOAD_PS(empty_macro, "BitBltDepthPS", ppsBitBltDepth, 0)) bLoadSuccess = false;
|
|
if (!LOAD_PS(empty_macro, "CRTCTargPS", ppsCRTCTarg[0], 0)) bLoadSuccess = false;
|
|
if (!LOAD_PS(empty_macro, "CRTCTargInterPS", ppsCRTCTarg[1], 0)) bLoadSuccess = false;
|
|
|
|
g_bCRTCBilinear = true;
|
|
if (!LOAD_PS(empty_macro, "CRTCPS", ppsCRTC[0], 0)) bLoadSuccess = false;
|
|
if( !bLoadSuccess ) {
|
|
// switch to simpler
|
|
g_bCRTCBilinear = false;
|
|
if (!LOAD_PS(empty_macro, "CRTCPS_Nearest", ppsCRTC[0], 0)) bLoadSuccess = false;
|
|
if (!LOAD_PS(empty_macro, "CRTCInterPS_Nearest", ppsCRTC[0], 0)) bLoadSuccess = false;
|
|
}
|
|
else {
|
|
if (!LOAD_PS(empty_macro, "CRTCInterPS", ppsCRTC[1], 0)) bLoadSuccess = false;
|
|
}
|
|
|
|
if( !bLoadSuccess )
|
|
ZZLog::Error_Log("Failed to create CRTC shaders.");
|
|
|
|
// if (!LOAD_PS(empty_macro, "CRTC24PS", ppsCRTC24[0], 0)) bLoadSuccess = false;
|
|
// if (!LOAD_PS(empty_macro, "CRTC24InterPS", ppsCRTC24[1], 0)) bLoadSuccess = false;
|
|
if (!LOAD_PS(empty_macro, "ZeroPS", ppsOne, 0)) bLoadSuccess = false;
|
|
if (!LOAD_PS(empty_macro, "BaseTexturePS", ppsBaseTexture, 0)) bLoadSuccess = false;
|
|
if (!LOAD_PS(empty_macro, "Convert16to32PS", ppsConvert16to32, 0)) bLoadSuccess = false;
|
|
if (!LOAD_PS(empty_macro, "Convert32to16PS", ppsConvert32to16, 0)) bLoadSuccess = false;
|
|
|
|
// DEBUG
|
|
// if (!LOAD_PS(empty_macro, "ZeroDebugPS", ppsDebug, 0)) bLoadSuccess = false;
|
|
// if (!LOAD_PS(empty_macro, "ZeroDebug2PS", ppsDebug2, 0)) bLoadSuccess = false;
|
|
|
|
GL_REPORT_ERRORD();
|
|
return true;
|
|
}
|
|
|
|
FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed)
|
|
{
|
|
int texwrap;
|
|
|
|
assert( texfilter < NUM_FILTERS );
|
|
if( 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;
|
|
}
|
|
|
|
std::string macro = BuildGlslMacro(s_bWriteDepth, texwrap, testaem, exactcolor);
|
|
std::string main_entry = format("Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]);
|
|
|
|
pf->context = context * NOCONTEXT;
|
|
if (!CompileShaderFromFile(pf->program, macro, main_entry, GL_FRAGMENT_SHADER)) {
|
|
ZZLog::Error_Log("Failed to create shader %d,%d,%d,%d.", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
|
|
if( pbFailed != NULL ) *pbFailed = false;
|
|
return NULL;
|
|
}
|
|
return pf;
|
|
}
|
|
|
|
#endif // GLSL4_API
|