pcsx2/plugins/zzogl-pg/opengl/ZZoglShaders.cpp
gregory.hainaut a8209d610b zzogl: Try to use opengl3/4 feature for GLSL api. The API is easier and I had a better experience with GSdx-ogl
* Clean the zzsetparameter API to always use the program for uniform that depends on the program. Future goal is to use a nice OO interface
* Use uniform buffer. Would allow future optimization and remove most initialization stuff. Don't support yet the 2 zzogl contexts.



git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5201 96395faa-99c1-11dd-bbfe-3dabce05a288
2012-05-07 19:51:58 +00:00

936 lines
29 KiB
C++

/* ZZ Open GL graphics plugin
* Copyright (c)2009 zeydlitz@gmail.com
* Based on Zerofrog's ZeroGS KOSMOS (c)2005-2006
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
// By default enable nvidia cg api
#if !defined(GLSL_API) && !defined(NVIDIA_CG_API)
#define NVIDIA_CG_API
#endif
#ifdef NVIDIA_CG_API // This code is only for NVIDIA cg-toolkit API
// ZZogl Shader manipulation functions.
//------------------- Includes
#include "Util.h"
#include "ZZoglShaders.h"
#include "zpipe.h"
#include <math.h>
#include <map>
#ifdef _WIN32
# include "Win32.h"
extern HINSTANCE hInst;
#endif
// ----------------- Defines
#define TEXWRAP_REPEAT 0
#define TEXWRAP_CLAMP 1
#define TEXWRAP_REGION_REPEAT 2
#define TEXWRAP_REPEAT_CLAMP 3
#define SH_WRITEDEPTH 0x2000 // depth is written
#define SH_CONTEXT1 0x1000 // context1 is used
#define SH_REGULARVS 0x8000
#define SH_TEXTUREVS 0x8001
#define SH_REGULARFOGVS 0x8002
#define SH_TEXTUREFOGVS 0x8003
#define SH_REGULARPS 0x8004
#define SH_REGULARFOGPS 0x8005
#define SH_BITBLTVS 0x8006
#define SH_BITBLTPS 0x8007
#define SH_BITBLTDEPTHPS 0x8009
#define SH_CRTCTARGPS 0x800a
#define SH_CRTCPS 0x800b
#define SH_CRTC24PS 0x800c
#define SH_ZEROPS 0x800e
#define SH_BASETEXTUREPS 0x800f
#define SH_BITBLTAAPS 0x8010
#define SH_CRTCTARGINTERPS 0x8012
#define SH_CRTCINTERPS 0x8013
#define SH_CRTC24INTERPS 0x8014
#define SH_BITBLTDEPTHMRTPS 0x8016
#define SH_CONVERT16TO32PS 0x8020
#define SH_CONVERT32TO16PS 0x8021
#define SH_CRTC_NEARESTPS 0x8022
#define SH_CRTCINTER_NEARESTPS 0x8023
//------------------ Constants
// Used in a logarithmic Z-test, as (1-o(1))/log(MAX_U32).
const float g_filog32 = 0.999f / (32.0f * logf(2.0f));
#ifdef _DEBUG
const static char* g_pTexTypes[] = { "32", "tex32", "clut32", "tex32to16", "tex16to8h" };
#endif
const char* g_pShaders[4] = { "full", "reduced", "accurate", "accurate-reduced" };
// ----------------- Global Variables
ZZshContext g_cgcontext;
ZZshProfile cgvProf, cgfProf;
int g_nPixelShaderVer = 0; // default
u8* s_lpShaderResources = NULL;
ZZshProgram pvs[16] = {NULL};
ZZshProgram g_vsprog = 0, g_psprog = 0; // 2 -- ZZ
ZZshParameter g_vparamPosXY[2] = {0}, g_fparamFogColor = 0;
//#ifdef DEVBUILD
extern char* EFFECT_NAME; // All this variables used for testing and set manually
extern char* EFFECT_DIR;
//#endif
bool g_bCRTCBilinear = true;
float4 g_vdepth, vlogz;
FRAGMENTSHADER ppsBitBlt[2], ppsBitBltDepth, ppsOne;
FRAGMENTSHADER ppsBaseTexture, ppsConvert16to32, ppsConvert32to16;
FRAGMENTSHADER ppsRegular[4], ppsTexture[NUM_SHADERS];
FRAGMENTSHADER ppsCRTC[2], /*ppsCRTC24[2],*/ ppsCRTCTarg[2];
VERTEXSHADER pvsBitBlt;
inline bool LoadEffects();
extern bool s_bWriteDepth;
struct SHADERHEADER
{
unsigned int index, offset, size; // if highest bit of index is set, pixel shader
};
map<int, SHADERHEADER*> mapShaderResources;
// Debug variable, store name of the function that call the shader.
const char* ShaderCallerName = "";
const char* ShaderHandleName = "";
//------------------ Code
inline int GET_SHADER_INDEX(int type, int texfilter, int texwrap, int fog, int writedepth, int testaem, int exactcolor, int context, int ps) {
return type + texfilter*NUM_TYPES + NUM_FILTERS*NUM_TYPES*texwrap + NUM_TEXWRAPS*NUM_FILTERS*NUM_TYPES*(fog+2*writedepth+4*testaem+8*exactcolor+16*context+32*ps) ;
}
bool ZZshCheckProfilesSupport() {
// load the effect, find the best profiles (if any)
if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) {
ZZLog::Error_Log("arbvp1 not supported.");
return false;
}
if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) {
ZZLog::Error_Log("arbfp1 not supported.");
return false;
}
return true;
}
// Error handler. Setup in ZZogl_Create once.
void HandleCgError(ZZshContext ctx, ZZshError err, void* appdata)
{
ZZLog::Error_Log("%s->%s: %s\n", ShaderCallerName, ShaderHandleName, cgGetErrorString(err));
const char* listing = cgGetLastListing(g_cgcontext);
if (listing != NULL)
ZZLog::Debug_Log(" last listing: %s\n", listing);
}
bool ZZshStartUsingShaders() {
cgSetErrorHandler(HandleCgError, NULL);
g_cgcontext = cgCreateContext();
cgvProf = CG_PROFILE_ARBVP1;
cgfProf = CG_PROFILE_ARBFP1;
cgGLEnableProfile(cgvProf);
cgGLEnableProfile(cgfProf);
cgGLSetOptimalOptions(cgvProf);
cgGLSetOptimalOptions(cgfProf);
cgGLSetManageTextureParameters(g_cgcontext, CG_FALSE);
//cgSetAutoCompile(g_cgcontext, CG_COMPILE_IMMEDIATE);
g_fparamFogColor = cgCreateParameter(g_cgcontext, CG_FLOAT4);
g_vparamPosXY[0] = cgCreateParameter(g_cgcontext, CG_FLOAT4);
g_vparamPosXY[1] = cgCreateParameter(g_cgcontext, CG_FLOAT4);
ZZLog::GS_Log("Creating effects.");
B_G(LoadEffects(), return false);
// create a sample shader
clampInfo temp;
memset(&temp, 0, sizeof(temp));
temp.wms = 3; temp.wmt = 3;
g_nPixelShaderVer = 0;//SHADER_ACCURATE;
// test
bool bFailed;
FRAGMENTSHADER* pfrag = ZZshLoadShadeEffect(0, 1, 1, 1, 1, temp, 0, &bFailed);
if( bFailed || pfrag == NULL ) {
g_nPixelShaderVer = SHADER_ACCURATE|SHADER_REDUCED;
pfrag = ZZshLoadShadeEffect(0, 0, 1, 1, 0, temp, 0, &bFailed);
if( pfrag != NULL )
cgGLLoadProgram(pfrag->prog);
if( bFailed || pfrag == NULL || cgGetError() != CG_NO_ERROR ) {
g_nPixelShaderVer = SHADER_REDUCED;
ZZLog::Error_Log("Basic shader test failed.");
}
}
if (g_nPixelShaderVer & SHADER_REDUCED)
conf.bilinear = 0;
ZZLog::GS_Log("Creating extra effects.");
B_G(ZZshLoadExtraEffects(), return false);
ZZLog::GS_Log("using %s shaders\n", g_pShaders[g_nPixelShaderVer]);
return true;
}
void ZZshExitCleaning() {
// nothing to do with cg
}
// open shader file according to build target
bool ZZshCreateOpenShadersFile() {
#ifndef DEVBUILD
# ifdef _WIN32
HRSRC hShaderSrc = FindResource(hInst, MAKEINTRESOURCE(IDR_SHADERS), RT_RCDATA);
assert( hShaderSrc != NULL );
HGLOBAL hShaderGlob = LoadResource(hInst, hShaderSrc);
assert( hShaderGlob != NULL );
s_lpShaderResources = (u8*)LockResource(hShaderGlob);
# else // not _WIN32
FILE* fres = fopen("ps2hw.dat", "rb");
if( fres == NULL ) {
fres = fopen("plugins/ps2hw.dat", "rb");
if( fres == NULL ) {
ZZLog::Error_Log("Cannot find ps2hw.dat in working directory. Exiting.");
return false;
}
}
fseek(fres, 0, SEEK_END);
size_t s = ftell(fres);
s_lpShaderResources = new u8[s+1];
fseek(fres, 0, SEEK_SET);
fread(s_lpShaderResources, s, 1, fres);
s_lpShaderResources[s] = 0;
# endif // _WIN32
#else // NOT RELEASE_TO_PUBLIC
# ifndef _WIN32 // NOT WINDOWS
// test if ps2hw.fx exists
char tempstr[255];
char curwd[255];
getcwd(curwd, ArraySize(curwd));
strcpy(tempstr, "/plugins/");
sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
FILE* f = fopen(EFFECT_NAME, "r");
if( f == NULL ) {
strcpy(tempstr, "../../plugins/zzogl-pg/opengl/");
sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
f = fopen(EFFECT_NAME, "r");
if( f == NULL ) {
ZZLog::Error_Log("Failed to find %s, try compiling a non-devbuild\n", EFFECT_NAME);
return false;
}
}
fclose(f);
sprintf(EFFECT_DIR, "%s/%s", curwd, tempstr);
sprintf(EFFECT_NAME, "%sps2hw.fx", EFFECT_DIR);
#endif
#endif // RELEASE_TO_PUBLIC
return true;
}
// Disable CG
void ZZshGLDisableProfile() {
cgGLDisableProfile(cgvProf);
cgGLDisableProfile(cgfProf);
}
//Enable CG
void ZZshGLEnableProfile() {
cgGLEnableProfile(cgvProf);
cgGLEnableProfile(cgfProf);
}
// This is helper of cgGLSetParameter4fv, made for debug purpose.
// Name could be any string. We must use it on compilation time, because erroneus handler does not
// return name
void ZZshSetParameter4fv(ZZshParameter param, const float* v, const char* name) {
ShaderHandleName = name;
cgGLSetParameter4fv(param, v);
}
void ZZshSetParameter4fv(ZZshProgram& prog, ZZshParameter param, const float* v, const char* name) {
ShaderHandleName = name;
cgGLSetParameter4fv(param, v);
}
// The same stuff, but also with retry of param, name should be USED name of param for prog.
void ZZshSetParameter4fvWithRetry(ZZshParameter* param, ZZshProgram& prog, const float* v, const char* name) {
if (param != NULL)
ZZshSetParameter4fv(prog, param[0], v, name);
else
ZZshSetParameter4fv(prog, cgGetNamedParameter(prog, name), v, name);
}
void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name) {
ShaderHandleName = name;
cgGLSetTextureParameter(param, texobj);
cgGLEnableTextureParameter(param);
}
// The same function for texture, also to cgGLEnable
void ZZshGLSetTextureParameter(ZZshProgram prog, ZZshParameter param, GLuint texobj, const char* name) {
ShaderHandleName = name;
cgGLSetTextureParameter(param, texobj);
cgGLEnableTextureParameter(param);
}
// Used sometimes for color 1.
void ZZshDefaultOneColor( FRAGMENTSHADER& ptr ) {
ShaderHandleName = "Set Default One color";
float4 v = float4 ( 1, 1, 1, 1 );
ZZshSetParameter4fv( ptr.prog, ptr.sOneColor, v, "DefaultOne");
}
#define SET_UNIFORMPARAM(var, name) { \
p = cgGetNamedParameter(pf->prog, name); \
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) \
pf->var = p; \
} \
void ZZshSetVertexShader(ZZshProgram prog) {
if ((prog) != g_vsprog) {
cgGLBindProgram(prog);
g_vsprog = prog;
}
}
void ZZshSetPixelShader(ZZshProgram prog) {
if ((prog) != g_psprog) {
cgGLBindProgram(prog);
g_psprog = prog;
}
}
void SetupFragmentProgramParameters(FRAGMENTSHADER* pf, int context, int type)
{
// uniform parameters
ZZshParameter p;
p = cgGetNamedParameter(pf->prog, "g_fFogColor");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgConnectParameter(g_fparamFogColor, p);
}
SET_UNIFORMPARAM(sOneColor, "g_fOneColor");
SET_UNIFORMPARAM(sBitBltZ, "g_fBitBltZ");
SET_UNIFORMPARAM(sInvTexDims, "g_fInvTexDims");
SET_UNIFORMPARAM(fTexAlpha2, "fTexAlpha2");
SET_UNIFORMPARAM(fTexOffset, "g_fTexOffset");
SET_UNIFORMPARAM(fTexDims, "g_fTexDims");
SET_UNIFORMPARAM(fTexBlock, "g_fTexBlock");
SET_UNIFORMPARAM(fClampExts, "g_fClampExts");
SET_UNIFORMPARAM(fTexWrapMode, "TexWrapMode");
SET_UNIFORMPARAM(fRealTexDims, "g_fRealTexDims");
SET_UNIFORMPARAM(fTestBlack, "g_fTestBlack");
SET_UNIFORMPARAM(fPageOffset, "g_fPageOffset");
SET_UNIFORMPARAM(fTexAlpha, "fTexAlpha");
// textures
p = cgGetNamedParameter(pf->prog, "g_sBlocks");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetTextureParameter(p, ptexBlocks);
cgGLEnableTextureParameter(p);
}
// cg parameter usage is wrong, so do it manually
if( type == 3 ) {
p = cgGetNamedParameter(pf->prog, "g_sConv16to32");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetTextureParameter(p, ptexConv16to32);
cgGLEnableTextureParameter(p);
}
}
else if( type == 4 ) {
p = cgGetNamedParameter(pf->prog, "g_sConv32to16");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetTextureParameter(p, ptexConv32to16);
cgGLEnableTextureParameter(p);
}
}
else {
p = cgGetNamedParameter(pf->prog, "g_sBilinearBlocks");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetTextureParameter(p, ptexBilinearBlocks);
cgGLEnableTextureParameter(p);
}
}
p = cgGetNamedParameter(pf->prog, "g_sMemory");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sMemory = p;
}
p = cgGetNamedParameter(pf->prog, "g_sSrcFinal");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sFinal = p;
}
p = cgGetNamedParameter(pf->prog, "g_sBitwiseANDX");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sBitwiseANDX = p;
}
p = cgGetNamedParameter(pf->prog, "g_sBitwiseANDY");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sBitwiseANDY = p;
}
p = cgGetNamedParameter(pf->prog, "g_sCLUT");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sCLUT = p;
}
p = cgGetNamedParameter(pf->prog, "g_sInterlace");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
//cgGLEnableTextureParameter(p);
pf->sInterlace = p;
}
// set global shader constants
p = cgGetNamedParameter(pf->prog, "g_fExactColor");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
cgGLSetParameter4fv(p, float4(0.5f, (conf.settings().exact_color)?0.9f/256.0f:0.5f/256.0f, 0,1/255.0f));
}
p = cgGetNamedParameter(pf->prog, "g_fBilinear");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
cgGLSetParameter4fv(p, float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ));
p = cgGetNamedParameter(pf->prog, "g_fZBias");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
cgGLSetParameter4fv(p, float4(1.0f/256.0f, 1.0004f, 1, 0.5f));
p = cgGetNamedParameter(pf->prog, "g_fc0");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
cgGLSetParameter4fv(p, float4(0,1, 0.001f, 0.5f));
p = cgGetNamedParameter(pf->prog, "g_fMult");
if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
cgGLSetParameter4fv(p, float4(1/1024.0f, 0.2f/1024.0f, 1/128.0f, 1/512.0f));
}
void SetupVertexProgramParameters(ZZshProgram prog, int context)
{
ZZshParameter p;
p = cgGetNamedParameter(prog, "g_fPosXY");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgConnectParameter(g_vparamPosXY[context], p);
// Set Z-test, log or no log;
if (conf.settings().no_logz) {
g_vdepth = float4( 255.0 /256.0f, 255.0/65536.0f, 255.0f/(65535.0f*256.0f), 1.0f/(65536.0f*65536.0f));
vlogz = float4( 1.0f, 0.0f, 0.0f, 0.0f);
}
else {
g_vdepth = float4( 256.0f*65536.0f, 65536.0f, 256.0f, 65536.0f*65536.0f);
vlogz = float4( 0.0f, 1.0f, 0.0f, 0.0f);
}
p = cgGetNamedParameter(prog, "g_fZ");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) {
cgGLSetParameter4fv(p, g_vdepth);
p = cgGetNamedParameter(prog, "g_fZMin"); // Switch to flat-z when needed
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE ) {
//ZZLog::Error_Log("Use flat-z\n");
cgGLSetParameter4fv(p, vlogz);
}
else
ZZLog::Error_Log("Shader file version is outdated! Only log-Z is possible.");
}
float4 vnorm = float4(g_filog32, 0, 0,0);
p = cgGetNamedParameter(prog, "g_fZNorm");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgGLSetParameter4fv(p, vnorm);
p = cgGetNamedParameter(prog, "g_fBilinear");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgGLSetParameter4fv(p, float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ));
p = cgGetNamedParameter(prog, "g_fZBias");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgGLSetParameter4fv(p, float4(1.0f/256.0f, 1.0004f, 1, 0.5f));
p = cgGetNamedParameter(prog, "g_fc0");
if( p != NULL && cgIsParameterUsed(p, prog) == CG_TRUE )
cgGLSetParameter4fv(p, float4(0,1, 0.001f, 0.5f));
}
#ifndef DEVBUILD
#if 0
static __forceinline void LOAD_VS(int Index, ZZshProgram prog)
{
assert(mapShaderResources.find(Index) != mapShaderResources.end());
header = mapShaderResources[Index];
assert((header) != NULL && (header)->index == (Index));
prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgvProf, NULL, NULL);
if (!cgIsProgram(prog))
{
ZZLog::Error_Log("Failed to load vs %d: \n%s", Index, cgGetLastListing(g_cgcontext));
return false;
}
cgGLLoadProgram(prog);
if (cgGetError() != CG_NO_ERROR) ZZLog::Error_Log("Failed to load program %d.", Index);
SetupVertexProgramParameters(prog, !!(Index&SH_CONTEXT1));
}
static __forceinline void LOAD_VS(int Index, FRAGMENTSHADER fragment)
{
bLoadSuccess = true;
assert(mapShaderResources.find(Index) != mapShaderResources.end());
header = mapShaderResources[Index];
fragment.prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgfProf, NULL, NULL);
if (!cgIsProgram(fragment.prog))
{
ZZLog::Error_Log("Failed to load ps %d: \n%s", Index, cgGetLastListing(g_cgcontext));
return false;
}
cgGLLoadProgram(fragment.prog);
if (cgGetError() != CG_NO_ERROR)
{
ZZLog::Error_Log("failed to load program %d.", Index);
bLoadSuccess = false;
}
SetupFragmentProgramParameters(&fragment, !!(Index&SH_CONTEXT1), 0);
}
#endif
#define LOAD_VS(Index, prog) { \
assert( mapShaderResources.find(Index) != mapShaderResources.end() ); \
header = mapShaderResources[Index]; \
assert( (header) != NULL && (header)->index == (Index) ); \
prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgvProf, NULL, NULL); \
if( !cgIsProgram(prog) ) { \
ZZLog::Error_Log("Failed to load vs %d: \n%s", Index, cgGetLastListing(g_cgcontext)); \
return false; \
} \
cgGLLoadProgram(prog); \
if( cgGetError() != CG_NO_ERROR ) ZZLog::Error_Log("Failed to load program %d.", Index); \
SetupVertexProgramParameters(prog, !!(Index&SH_CONTEXT1)); \
} \
#define LOAD_PS(Index, fragment) { \
bLoadSuccess = true; \
assert( mapShaderResources.find(Index) != mapShaderResources.end() ); \
header = mapShaderResources[Index]; \
fragment.prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgfProf, NULL, NULL); \
if( !cgIsProgram(fragment.prog) ) { \
ZZLog::Error_Log("Failed to load ps %d: \n%s", Index, cgGetLastListing(g_cgcontext)); \
return false; \
} \
cgGLLoadProgram(fragment.prog); \
if( cgGetError() != CG_NO_ERROR ) { \
ZZLog::Error_Log("failed to load program %d.", Index); \
bLoadSuccess = false; \
} \
SetupFragmentProgramParameters(&fragment, !!(Index&SH_CONTEXT1), 0); \
} \
inline bool LoadEffects()
{
assert( s_lpShaderResources != NULL );
// process the header
u32 num = *(u32*)s_lpShaderResources;
int compressed_size = *(int*)(s_lpShaderResources+4);
int real_size = *(int*)(s_lpShaderResources+8);
int out;
char* pbuffer = (char*)malloc(real_size);
inf((char*)s_lpShaderResources+12, &pbuffer[0], compressed_size, real_size, &out);
assert(out == real_size);
s_lpShaderResources = (u8*)pbuffer;
SHADERHEADER* header = (SHADERHEADER*)s_lpShaderResources;
mapShaderResources.clear();
while(num-- > 0 ) {
mapShaderResources[header->index] = header;
++header;
}
// clear the textures
for(u16 i = 0; i < ArraySize(ppsTexture); ++i) {
SAFE_RELEASE_PROG(ppsTexture[i].prog);
ppsTexture[i].prog = NULL;
}
#ifndef _DEBUG
memset(ppsTexture, 0, sizeof(ppsTexture));
#endif
return true;
}
// called
bool ZZshLoadExtraEffects()
{
SHADERHEADER* header;
bool bLoadSuccess = true;
const int vsshaders[4] = { SH_REGULARVS, SH_TEXTUREVS, SH_REGULARFOGVS, SH_TEXTUREFOGVS };
for(int i = 0; i < 4; ++i) {
LOAD_VS(vsshaders[i], pvs[2*i]);
LOAD_VS((vsshaders[i] | SH_CONTEXT1), pvs[2*i+1]);
//if( conf.mrtdepth ) {
LOAD_VS((vsshaders[i] | SH_WRITEDEPTH), pvs[2*i+8]);
LOAD_VS((vsshaders[i] | SH_WRITEDEPTH | SH_CONTEXT1), pvs[2*i+8+1]);
// }
// else {
// pvs[2*i+8] = pvs[2*i+8+1] = NULL;
// }
}
LOAD_VS(SH_BITBLTVS, pvsBitBlt.prog);
pvsBitBlt.sBitBltPos = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltPos");
pvsBitBlt.sBitBltTex = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTex");
pvsBitBlt.fBitBltTrans = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTrans");
LOAD_PS(SH_REGULARPS, ppsRegular[0]);
LOAD_PS(SH_REGULARFOGPS, ppsRegular[1]);
if( conf.mrtdepth ) {
LOAD_PS(SH_REGULARPS, ppsRegular[2]);
if( !bLoadSuccess )
conf.mrtdepth = 0;
LOAD_PS(SH_REGULARFOGPS, ppsRegular[3]);
if( !bLoadSuccess )
conf.mrtdepth = 0;
}
LOAD_PS(SH_BITBLTPS, ppsBitBlt[0]);
LOAD_PS(SH_BITBLTAAPS, ppsBitBlt[1]);
if( !bLoadSuccess ) {
ZZLog::Error_Log("Failed to load BitBltAAPS, using BitBltPS.");
LOAD_PS(SH_BITBLTPS, ppsBitBlt[1]);
}
LOAD_PS(SH_BITBLTDEPTHPS, ppsBitBltDepth);
LOAD_PS(SH_CRTCTARGPS, ppsCRTCTarg[0]);
LOAD_PS(SH_CRTCTARGINTERPS, ppsCRTCTarg[1]);
g_bCRTCBilinear = true;
LOAD_PS(SH_CRTCPS, ppsCRTC[0]);
if( !bLoadSuccess ) {
// switch to simpler
g_bCRTCBilinear = false;
LOAD_PS(SH_CRTC_NEARESTPS, ppsCRTC[0]);
LOAD_PS(SH_CRTCINTER_NEARESTPS, ppsCRTC[0]);
}
else {
LOAD_PS(SH_CRTCINTERPS, ppsCRTC[1]);
}
if( !bLoadSuccess )
ZZLog::Error_Log("Failed to create CRTC shaders.");
// LOAD_PS(SH_CRTC24PS, ppsCRTC24[0]);
// LOAD_PS(SH_CRTC24INTERPS, ppsCRTC24[1]);
LOAD_PS(SH_ZEROPS, ppsOne);
LOAD_PS(SH_BASETEXTUREPS, ppsBaseTexture);
LOAD_PS(SH_CONVERT16TO32PS, ppsConvert16to32);
LOAD_PS(SH_CONVERT32TO16PS, ppsConvert32to16);
return true;
}
FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed)
{
int texwrap;
assert( texfilter < NUM_FILTERS );
if(g_nPixelShaderVer&SHADER_REDUCED)
texfilter = 0;
assert(!(g_nPixelShaderVer&SHADER_REDUCED) || !exactcolor);
if( clamp.wms == clamp.wmt ) {
switch( clamp.wms ) {
case 0: texwrap = TEXWRAP_REPEAT; break;
case 1: texwrap = TEXWRAP_CLAMP; break;
case 2: texwrap = TEXWRAP_CLAMP; break;
default: texwrap = TEXWRAP_REGION_REPEAT; break;
}
}
else if( clamp.wms==3||clamp.wmt==3)
texwrap = TEXWRAP_REGION_REPEAT;
else
texwrap = TEXWRAP_REPEAT_CLAMP;
int index = GET_SHADER_INDEX(type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, context, 0);
assert( index < ArraySize(ppsTexture) );
FRAGMENTSHADER* pf = ppsTexture+index;
if( pbFailed != NULL ) *pbFailed = false;
if( pf->prog != NULL )
return pf;
if( (g_nPixelShaderVer & SHADER_ACCURATE) && mapShaderResources.find(index+NUM_SHADERS*SHADER_ACCURATE) != mapShaderResources.end() )
index += NUM_SHADERS*SHADER_ACCURATE;
assert( mapShaderResources.find(index) != mapShaderResources.end() );
SHADERHEADER* header = mapShaderResources[index];
if( header == NULL )
ZZLog::Error_Log("%d %d", index, g_nPixelShaderVer);
assert( header != NULL );
//DEBUG_LOG("shader:\n%s\n", (char*)(s_lpShaderResources + (header)->offset));
pf->prog = cgCreateProgram(g_cgcontext, CG_OBJECT, (char*)(s_lpShaderResources + (header)->offset), cgfProf, NULL, NULL);
if( pf->prog != NULL && cgIsProgram(pf->prog) && cgGetError() == CG_NO_ERROR ) {
SetupFragmentProgramParameters(pf, context, type);
cgGLLoadProgram(pf->prog);
if( cgGetError() != CG_NO_ERROR ) {
// cgGLLoadProgram(pf->prog);
// if( cgGetError() != CG_NO_ERROR ) {
ZZLog::Error_Log("Failed to load shader %d,%d,%d,%d.", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = true;
return pf;
// }
}
return pf;
}
ZZLog::Error_Log("Failed to create shader %d,%d,%d,%d", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = true;
return NULL;
}
#else // not RELEASE_TO_PUBLIC
#define LOAD_VS(name, prog, shaderver) { \
prog = cgCreateProgramFromFile(g_cgcontext, CG_SOURCE, EFFECT_NAME, shaderver, name, args); \
if( !cgIsProgram(prog) ) { \
ZZLog::Error_Log("Failed to load vs %s: \n%s", name, cgGetLastListing(g_cgcontext)); \
return false; \
} \
cgGLLoadProgram(prog); \
if( cgGetError() != CG_NO_ERROR ) ZZLog::Error_Log("failed to load program %s", name); \
SetupVertexProgramParameters(prog, args[0]==context1); \
} \
#ifdef _DEBUG
#define SET_PSFILENAME(frag, name) frag.filename = name
#else
#define SET_PSFILENAME(frag, name)
#endif
#define LOAD_PS(name, fragment, shaderver) { \
bLoadSuccess = true; \
fragment.prog = cgCreateProgramFromFile(g_cgcontext, CG_SOURCE, EFFECT_NAME, shaderver, name, args); \
if( !cgIsProgram(fragment.prog) ) { \
ZZLog::Error_Log("Failed to load ps %s: \n%s", name, cgGetLastListing(g_cgcontext)); \
return false; \
} \
cgGLLoadProgram(fragment.prog); \
if( cgGetError() != CG_NO_ERROR ) { \
ZZLog::Error_Log("failed to load program %s", name); \
bLoadSuccess = false; \
} \
SetupFragmentProgramParameters(&fragment, args[0]==context1, 0); \
SET_PSFILENAME(fragment, name); \
} \
inline bool LoadEffects()
{
// clear the textures
for(int i = 0; i < ArraySize(ppsTexture); ++i) {
SAFE_RELEASE_PROG(ppsTexture[i].prog);
}
#ifndef _DEBUG
memset(ppsTexture, 0, sizeof(ppsTexture));
#endif
return true;
}
bool ZZshLoadExtraEffects()
{
const char* args[] = { NULL , NULL, NULL, NULL };
char context0[255], context1[255];
sprintf(context0, "-I%sctx0", EFFECT_DIR);
sprintf(context1, "-I%sctx1", EFFECT_DIR);
char* write_depth = "-DWRITE_DEPTH";
bool bLoadSuccess = true;
const char* pvsshaders[4] = { "RegularVS", "TextureVS", "RegularFogVS", "TextureFogVS" };
for(int i = 0; i < 4; ++i) {
args[0] = context0;
args[1] = NULL;
LOAD_VS(pvsshaders[i], pvs[2*i], cgvProf);
args[0] = context1;
LOAD_VS(pvsshaders[i], pvs[2*i+1], cgvProf);
//if( conf.mrtdepth ) {
args[0] = context0;
args[1] = write_depth;
LOAD_VS(pvsshaders[i], pvs[2*i+8], cgvProf);
args[0] = context1;
LOAD_VS(pvsshaders[i], pvs[2*i+8+1], cgvProf);
// }
// else {
// pvs[2*i+8] = pvs[2*i+8+1] = NULL;
// }
}
args[0] = context0;
args[1] = NULL;
LOAD_VS("BitBltVS", pvsBitBlt.prog, cgvProf);
pvsBitBlt.sBitBltPos = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltPos");
pvsBitBlt.sBitBltTex = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTex");
pvsBitBlt.fBitBltTrans = cgGetNamedParameter(pvsBitBlt.prog, "g_fBitBltTrans");
LOAD_PS("RegularPS", ppsRegular[0], cgfProf);
LOAD_PS("RegularFogPS", ppsRegular[1], cgfProf);
if( conf.mrtdepth ) {
args[0] = context0;
args[1] = write_depth;
LOAD_PS("RegularPS", ppsRegular[2], cgfProf);
if( !bLoadSuccess )
conf.mrtdepth = 0;
LOAD_PS("RegularFogPS", ppsRegular[3], cgfProf);
if( !bLoadSuccess )
conf.mrtdepth = 0;
}
LOAD_PS("BitBltPS", ppsBitBlt[0], cgfProf);
LOAD_PS("BitBltAAPS", ppsBitBlt[1], cgfProf);
if( !bLoadSuccess ) {
ZZLog::Error_Log("Failed to load BitBltAAPS, using BitBltPS.");
LOAD_PS("BitBltPS", ppsBitBlt[1], cgfProf);
}
LOAD_PS("BitBltDepthPS", ppsBitBltDepth, cgfProf);
LOAD_PS("CRTCTargPS", ppsCRTCTarg[0], cgfProf);
LOAD_PS("CRTCTargInterPS", ppsCRTCTarg[1], cgfProf);
g_bCRTCBilinear = true;
LOAD_PS("CRTCPS", ppsCRTC[0], cgfProf);
if( !bLoadSuccess ) {
// switch to simpler
g_bCRTCBilinear = false;
LOAD_PS("CRTCPS_Nearest", ppsCRTC[0], cgfProf);
LOAD_PS("CRTCInterPS_Nearest", ppsCRTC[0], cgfProf);
}
else {
LOAD_PS("CRTCInterPS", ppsCRTC[1], cgfProf);
}
if( !bLoadSuccess )
ZZLog::Error_Log("Failed to create CRTC shaders.");
// LOAD_PS("CRTC24PS", ppsCRTC24[0], cgfProf); LOAD_PS("CRTC24InterPS", ppsCRTC24[1], cgfProf);
LOAD_PS("ZeroPS", ppsOne, cgfProf);
LOAD_PS("BaseTexturePS", ppsBaseTexture, cgfProf);
LOAD_PS("Convert16to32PS", ppsConvert16to32, cgfProf);
LOAD_PS("Convert32to16PS", ppsConvert32to16, cgfProf);
// if( !conf.mrtdepth ) {
// ZZLog::Error_Log("Disabling MRT depth writing,");
// s_bWriteDepth = FALSE;
// }
return true;
}
FRAGMENTSHADER* ZZshLoadShadeEffect(int type, int texfilter, int fog, int testaem, int exactcolor, const clampInfo& clamp, int context, bool* pbFailed)
{
int texwrap;
assert( texfilter < NUM_FILTERS );
//assert( g_nPixelShaderVer == SHADER_30 );
if( clamp.wms == clamp.wmt ) {
switch( clamp.wms ) {
case 0: texwrap = TEXWRAP_REPEAT; break;
case 1: texwrap = TEXWRAP_CLAMP; break;
case 2: texwrap = TEXWRAP_CLAMP; break;
default:
texwrap = TEXWRAP_REGION_REPEAT; break;
}
}
else if( clamp.wms==3||clamp.wmt==3)
texwrap = TEXWRAP_REGION_REPEAT;
else
texwrap = TEXWRAP_REPEAT_CLAMP;
int index = GET_SHADER_INDEX(type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, context, 0);
if( pbFailed != NULL ) *pbFailed = false;
FRAGMENTSHADER* pf = ppsTexture+index;
if( pf->prog != NULL )
return pf;
pf->prog = LoadShaderFromType(EFFECT_DIR, EFFECT_NAME, type, texfilter, texwrap, fog, s_bWriteDepth, testaem, exactcolor, g_nPixelShaderVer, context);
if( pf->prog != NULL ) {
#ifdef _DEBUG
char str[255];
sprintf(str, "Texture%s%d_%sPS", fog?"Fog":"", texfilter, g_pTexTypes[type]);
pf->filename = str;
#endif
SetupFragmentProgramParameters(pf, context, type);
cgGLLoadProgram(pf->prog);
if( cgGetError() != CG_NO_ERROR ) {
// try again
// cgGLLoadProgram(pf->prog);
// if( cgGetError() != CG_NO_ERROR ) {
ZZLog::Error_Log("Failed to load shader %d,%d,%d,%d", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = true;
//assert(0);
// NULL makes things crash
return pf;
// }
}
return pf;
}
ZZLog::Error_Log("Failed to create shader %d,%d,%d,%d", type, fog, texfilter, 4*clamp.wms+clamp.wmt);
if( pbFailed != NULL ) *pbFailed = true;
return NULL;
}
#endif // RELEASE_TO_PUBLIC
#endif // NVIDIA_CG_API