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https://github.com/libretro/pcsx2.git
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a8209d610b
* 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
936 lines
29 KiB
C++
936 lines
29 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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// 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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#ifdef NVIDIA_CG_API // This code is only for NVIDIA cg-toolkit API
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// ZZogl Shader manipulation functions.
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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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#ifdef _WIN32
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# include "Win32.h"
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extern HINSTANCE hInst;
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#endif
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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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#define SH_WRITEDEPTH 0x2000 // depth is written
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#define SH_CONTEXT1 0x1000 // context1 is used
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#define SH_REGULARVS 0x8000
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#define SH_TEXTUREVS 0x8001
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#define SH_REGULARFOGVS 0x8002
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#define SH_TEXTUREFOGVS 0x8003
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#define SH_REGULARPS 0x8004
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#define SH_REGULARFOGPS 0x8005
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#define SH_BITBLTVS 0x8006
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#define SH_BITBLTPS 0x8007
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#define SH_BITBLTDEPTHPS 0x8009
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#define SH_CRTCTARGPS 0x800a
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#define SH_CRTCPS 0x800b
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#define SH_CRTC24PS 0x800c
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#define SH_ZEROPS 0x800e
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#define SH_BASETEXTUREPS 0x800f
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#define SH_BITBLTAAPS 0x8010
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#define SH_CRTCTARGINTERPS 0x8012
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#define SH_CRTCINTERPS 0x8013
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#define SH_CRTC24INTERPS 0x8014
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#define SH_BITBLTDEPTHMRTPS 0x8016
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#define SH_CONVERT16TO32PS 0x8020
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#define SH_CONVERT32TO16PS 0x8021
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#define SH_CRTC_NEARESTPS 0x8022
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#define SH_CRTCINTER_NEARESTPS 0x8023
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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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#ifdef _DEBUG
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const static char* g_pTexTypes[] = { "32", "tex32", "clut32", "tex32to16", "tex16to8h" };
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#endif
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const char* g_pShaders[4] = { "full", "reduced", "accurate", "accurate-reduced" };
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// ----------------- Global Variables
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ZZshContext g_cgcontext;
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ZZshProfile cgvProf, cgfProf;
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int g_nPixelShaderVer = 0; // default
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u8* s_lpShaderResources = NULL;
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ZZshProgram pvs[16] = {NULL};
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ZZshProgram g_vsprog = 0, g_psprog = 0; // 2 -- ZZ
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ZZshParameter g_vparamPosXY[2] = {0}, g_fparamFogColor = 0;
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//#ifdef DEVBUILD
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extern char* EFFECT_NAME; // All this variables used for testing and set manually
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extern char* EFFECT_DIR;
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//#endif
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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 pvsBitBlt;
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inline bool LoadEffects();
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extern bool s_bWriteDepth;
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struct SHADERHEADER
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{
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unsigned int index, offset, size; // if highest bit of index is set, pixel shader
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};
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map<int, SHADERHEADER*> mapShaderResources;
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// Debug variable, store name of the function that call the shader.
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const char* ShaderCallerName = "";
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const char* ShaderHandleName = "";
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//------------------ 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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bool ZZshCheckProfilesSupport() {
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// load the effect, find the best profiles (if any)
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if (cgGLIsProfileSupported(CG_PROFILE_ARBVP1) != CG_TRUE) {
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ZZLog::Error_Log("arbvp1 not supported.");
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return false;
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}
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if (cgGLIsProfileSupported(CG_PROFILE_ARBFP1) != CG_TRUE) {
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ZZLog::Error_Log("arbfp1 not supported.");
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return false;
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}
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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\n", 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\n", listing);
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}
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bool ZZshStartUsingShaders() {
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cgSetErrorHandler(HandleCgError, NULL);
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g_cgcontext = cgCreateContext();
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cgvProf = CG_PROFILE_ARBVP1;
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cgfProf = CG_PROFILE_ARBFP1;
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cgGLEnableProfile(cgvProf);
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cgGLEnableProfile(cgfProf);
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cgGLSetOptimalOptions(cgvProf);
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cgGLSetOptimalOptions(cgfProf);
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cgGLSetManageTextureParameters(g_cgcontext, CG_FALSE);
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//cgSetAutoCompile(g_cgcontext, CG_COMPILE_IMMEDIATE);
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g_fparamFogColor = cgCreateParameter(g_cgcontext, CG_FLOAT4);
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g_vparamPosXY[0] = cgCreateParameter(g_cgcontext, CG_FLOAT4);
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g_vparamPosXY[1] = cgCreateParameter(g_cgcontext, CG_FLOAT4);
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ZZLog::GS_Log("Creating effects.");
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B_G(LoadEffects(), return false);
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// create a sample shader
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clampInfo temp;
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memset(&temp, 0, sizeof(temp));
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temp.wms = 3; temp.wmt = 3;
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g_nPixelShaderVer = 0;//SHADER_ACCURATE;
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// test
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bool bFailed;
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FRAGMENTSHADER* pfrag = ZZshLoadShadeEffect(0, 1, 1, 1, 1, temp, 0, &bFailed);
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if( bFailed || pfrag == NULL ) {
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g_nPixelShaderVer = SHADER_ACCURATE|SHADER_REDUCED;
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pfrag = ZZshLoadShadeEffect(0, 0, 1, 1, 0, temp, 0, &bFailed);
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if( pfrag != NULL )
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cgGLLoadProgram(pfrag->prog);
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if( bFailed || pfrag == NULL || cgGetError() != CG_NO_ERROR ) {
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g_nPixelShaderVer = SHADER_REDUCED;
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ZZLog::Error_Log("Basic shader test failed.");
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}
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}
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if (g_nPixelShaderVer & SHADER_REDUCED)
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conf.bilinear = 0;
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ZZLog::GS_Log("Creating extra effects.");
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B_G(ZZshLoadExtraEffects(), return false);
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ZZLog::GS_Log("using %s shaders\n", g_pShaders[g_nPixelShaderVer]);
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return true;
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}
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void ZZshExitCleaning() {
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// nothing to do with cg
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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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#ifndef DEVBUILD
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# ifdef _WIN32
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HRSRC hShaderSrc = FindResource(hInst, MAKEINTRESOURCE(IDR_SHADERS), RT_RCDATA);
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assert( hShaderSrc != NULL );
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HGLOBAL hShaderGlob = LoadResource(hInst, hShaderSrc);
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assert( hShaderGlob != NULL );
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s_lpShaderResources = (u8*)LockResource(hShaderGlob);
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# else // not _WIN32
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FILE* fres = fopen("ps2hw.dat", "rb");
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if( fres == NULL ) {
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fres = fopen("plugins/ps2hw.dat", "rb");
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if( fres == NULL ) {
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ZZLog::Error_Log("Cannot find ps2hw.dat in working directory. Exiting.");
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return false;
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}
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}
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fseek(fres, 0, SEEK_END);
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size_t s = ftell(fres);
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s_lpShaderResources = new u8[s+1];
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fseek(fres, 0, SEEK_SET);
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fread(s_lpShaderResources, s, 1, fres);
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s_lpShaderResources[s] = 0;
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# endif // _WIN32
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#else // NOT RELEASE_TO_PUBLIC
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# ifndef _WIN32 // NOT WINDOWS
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// test if ps2hw.fx exists
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char tempstr[255];
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char curwd[255];
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getcwd(curwd, ArraySize(curwd));
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strcpy(tempstr, "/plugins/");
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sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
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FILE* f = fopen(EFFECT_NAME, "r");
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if( f == NULL ) {
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strcpy(tempstr, "../../plugins/zzogl-pg/opengl/");
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sprintf(EFFECT_NAME, "%sps2hw.fx", tempstr);
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f = fopen(EFFECT_NAME, "r");
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if( f == NULL ) {
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ZZLog::Error_Log("Failed to find %s, try compiling a non-devbuild\n", EFFECT_NAME);
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return false;
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}
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}
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fclose(f);
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sprintf(EFFECT_DIR, "%s/%s", curwd, tempstr);
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sprintf(EFFECT_NAME, "%sps2hw.fx", EFFECT_DIR);
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#endif
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#endif // RELEASE_TO_PUBLIC
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return true;
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}
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// Disable CG
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void ZZshGLDisableProfile() {
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cgGLDisableProfile(cgvProf);
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cgGLDisableProfile(cgfProf);
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}
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//Enable CG
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void ZZshGLEnableProfile() {
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cgGLEnableProfile(cgvProf);
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cgGLEnableProfile(cgfProf);
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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(ZZshParameter param, const float* v, const char* name) {
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ShaderHandleName = name;
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cgGLSetParameter4fv(param, v);
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}
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void ZZshSetParameter4fv(ZZshProgram& prog, ZZshParameter param, const float* v, const char* name) {
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ShaderHandleName = name;
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cgGLSetParameter4fv(param, v);
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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, ZZshProgram& prog, const float* v, const char* name) {
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if (param != NULL)
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ZZshSetParameter4fv(prog, param[0], v, name);
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else
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ZZshSetParameter4fv(prog, cgGetNamedParameter(prog, name), v, name);
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}
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void ZZshGLSetTextureParameter(ZZshParameter param, GLuint texobj, const char* name) {
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ShaderHandleName = name;
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cgGLSetTextureParameter(param, texobj);
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cgGLEnableTextureParameter(param);
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}
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// The same function for texture, also to cgGLEnable
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void ZZshGLSetTextureParameter(ZZshProgram prog, ZZshParameter param, GLuint texobj, const char* name) {
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ShaderHandleName = name;
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cgGLSetTextureParameter(param, texobj);
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cgGLEnableTextureParameter(param);
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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 color";
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float4 v = float4 ( 1, 1, 1, 1 );
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ZZshSetParameter4fv( ptr.prog, ptr.sOneColor, v, "DefaultOne");
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}
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#define SET_UNIFORMPARAM(var, name) { \
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p = cgGetNamedParameter(pf->prog, name); \
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) \
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pf->var = p; \
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} \
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void ZZshSetVertexShader(ZZshProgram prog) {
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if ((prog) != g_vsprog) {
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cgGLBindProgram(prog);
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g_vsprog = prog;
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}
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}
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void ZZshSetPixelShader(ZZshProgram prog) {
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if ((prog) != g_psprog) {
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cgGLBindProgram(prog);
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g_psprog = prog;
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}
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}
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void SetupFragmentProgramParameters(FRAGMENTSHADER* pf, int context, int type)
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{
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// uniform parameters
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ZZshParameter p;
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p = cgGetNamedParameter(pf->prog, "g_fFogColor");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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cgConnectParameter(g_fparamFogColor, p);
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}
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SET_UNIFORMPARAM(sOneColor, "g_fOneColor");
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SET_UNIFORMPARAM(sBitBltZ, "g_fBitBltZ");
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SET_UNIFORMPARAM(sInvTexDims, "g_fInvTexDims");
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SET_UNIFORMPARAM(fTexAlpha2, "fTexAlpha2");
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SET_UNIFORMPARAM(fTexOffset, "g_fTexOffset");
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SET_UNIFORMPARAM(fTexDims, "g_fTexDims");
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SET_UNIFORMPARAM(fTexBlock, "g_fTexBlock");
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SET_UNIFORMPARAM(fClampExts, "g_fClampExts");
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SET_UNIFORMPARAM(fTexWrapMode, "TexWrapMode");
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SET_UNIFORMPARAM(fRealTexDims, "g_fRealTexDims");
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SET_UNIFORMPARAM(fTestBlack, "g_fTestBlack");
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SET_UNIFORMPARAM(fPageOffset, "g_fPageOffset");
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SET_UNIFORMPARAM(fTexAlpha, "fTexAlpha");
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// textures
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p = cgGetNamedParameter(pf->prog, "g_sBlocks");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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cgGLSetTextureParameter(p, ptexBlocks);
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cgGLEnableTextureParameter(p);
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}
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// cg parameter usage is wrong, so do it manually
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if( type == 3 ) {
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p = cgGetNamedParameter(pf->prog, "g_sConv16to32");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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cgGLSetTextureParameter(p, ptexConv16to32);
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cgGLEnableTextureParameter(p);
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}
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}
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else if( type == 4 ) {
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p = cgGetNamedParameter(pf->prog, "g_sConv32to16");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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cgGLSetTextureParameter(p, ptexConv32to16);
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cgGLEnableTextureParameter(p);
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}
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}
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else {
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p = cgGetNamedParameter(pf->prog, "g_sBilinearBlocks");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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cgGLSetTextureParameter(p, ptexBilinearBlocks);
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cgGLEnableTextureParameter(p);
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}
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}
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p = cgGetNamedParameter(pf->prog, "g_sMemory");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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//cgGLEnableTextureParameter(p);
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pf->sMemory = p;
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}
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p = cgGetNamedParameter(pf->prog, "g_sSrcFinal");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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//cgGLEnableTextureParameter(p);
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pf->sFinal = p;
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}
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p = cgGetNamedParameter(pf->prog, "g_sBitwiseANDX");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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//cgGLEnableTextureParameter(p);
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pf->sBitwiseANDX = p;
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}
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p = cgGetNamedParameter(pf->prog, "g_sBitwiseANDY");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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//cgGLEnableTextureParameter(p);
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pf->sBitwiseANDY = p;
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}
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p = cgGetNamedParameter(pf->prog, "g_sCLUT");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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//cgGLEnableTextureParameter(p);
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pf->sCLUT = p;
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}
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p = cgGetNamedParameter(pf->prog, "g_sInterlace");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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//cgGLEnableTextureParameter(p);
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pf->sInterlace = p;
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}
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// set global shader constants
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p = cgGetNamedParameter(pf->prog, "g_fExactColor");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE ) {
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cgGLSetParameter4fv(p, float4(0.5f, (conf.settings().exact_color)?0.9f/256.0f:0.5f/256.0f, 0,1/255.0f));
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}
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p = cgGetNamedParameter(pf->prog, "g_fBilinear");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
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cgGLSetParameter4fv(p, float4(-0.2f, -0.65f, 0.9f, 1.0f / 32767.0f ));
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p = cgGetNamedParameter(pf->prog, "g_fZBias");
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if( p != NULL && cgIsParameterUsed(p, pf->prog) == CG_TRUE )
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cgGLSetParameter4fv(p, float4(1.0f/256.0f, 1.0004f, 1, 0.5f));
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p = cgGetNamedParameter(pf->prog, "g_fc0");
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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);
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|
LOAD_PS("ZeroPS", ppsOne, cgfProf);
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|
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
|