Merge pull request #835 from tfarley/hw-renderer-fixes
HW Renderer Screen Fixes
This commit is contained in:
commit
ca5d1545c3
@ -12,7 +12,7 @@ namespace MathUtil
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{
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{
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inline bool IntervalsIntersect(unsigned start0, unsigned length0, unsigned start1, unsigned length1) {
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inline bool IntervalsIntersect(unsigned start0, unsigned length0, unsigned start1, unsigned length1) {
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return (std::max(start0, start1) <= std::min(start0 + length0, start1 + length1));
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return (std::max(start0, start1) < std::min(start0 + length0, start1 + length1));
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}
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}
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template<typename T>
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template<typename T>
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@ -94,14 +94,27 @@ void RasterizerOpenGL::InitObjects() {
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// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
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// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
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fb_color_texture.texture.Create();
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fb_color_texture.texture.Create();
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ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
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ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
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state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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fb_depth_texture.texture.Create();
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fb_depth_texture.texture.Create();
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ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
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ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
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state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -110,14 +123,13 @@ void RasterizerOpenGL::InitObjects() {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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// Configure OpenGL framebuffer
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// Configure OpenGL framebuffer
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framebuffer.Create();
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framebuffer.Create();
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state.draw.framebuffer = framebuffer.handle;
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state.draw.framebuffer = framebuffer.handle;
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// Unbind texture to allow binding to framebuffer
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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@ -205,7 +217,19 @@ void RasterizerOpenGL::DrawTriangles() {
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vertex_batch.clear();
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vertex_batch.clear();
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// TODO: Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
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// Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
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const auto& regs = Pica::g_state.regs;
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PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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res_cache.NotifyFlush(cur_fb_color_addr, cur_fb_color_size);
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res_cache.NotifyFlush(cur_fb_depth_addr, cur_fb_depth_size);
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}
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}
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void RasterizerOpenGL::CommitFramebuffer() {
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void RasterizerOpenGL::CommitFramebuffer() {
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@ -472,6 +496,9 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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texture.gl_format, texture.gl_type, nullptr);
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texture.gl_format, texture.gl_type, nullptr);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
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void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
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@ -491,7 +518,7 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
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case Pica::Regs::DepthFormat::D24:
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case Pica::Regs::DepthFormat::D24:
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internal_format = GL_DEPTH_COMPONENT24;
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internal_format = GL_DEPTH_COMPONENT24;
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texture.gl_format = GL_DEPTH_COMPONENT;
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texture.gl_format = GL_DEPTH_COMPONENT;
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texture.gl_type = GL_UNSIGNED_INT_24_8;
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texture.gl_type = GL_UNSIGNED_INT;
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break;
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break;
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case Pica::Regs::DepthFormat::D24S8:
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case Pica::Regs::DepthFormat::D24S8:
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@ -513,6 +540,9 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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texture.gl_format, texture.gl_type, nullptr);
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texture.gl_format, texture.gl_type, nullptr);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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void RasterizerOpenGL::SyncFramebuffer() {
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void RasterizerOpenGL::SyncFramebuffer() {
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@ -652,6 +682,10 @@ void RasterizerOpenGL::SyncDepthTest() {
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const auto& regs = Pica::g_state.regs;
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const auto& regs = Pica::g_state.regs;
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state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1);
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state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1);
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state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func);
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state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func);
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state.color_mask.red_enabled = regs.output_merger.red_enable;
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state.color_mask.green_enabled = regs.output_merger.green_enable;
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state.color_mask.blue_enabled = regs.output_merger.blue_enable;
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state.color_mask.alpha_enabled = regs.output_merger.alpha_enable;
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state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
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state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
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}
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}
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@ -759,10 +793,10 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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u8* pixel = color_buffer + dst_offset;
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memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel);
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memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
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}
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}
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}
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}
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@ -773,6 +807,9 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
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fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
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fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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void RasterizerOpenGL::ReloadDepthBuffer() {
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void RasterizerOpenGL::ReloadDepthBuffer() {
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@ -790,29 +827,29 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
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std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get();
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_px_idx = x + y * fb_depth_texture.width;
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switch (fb_depth_texture.format) {
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if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
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case Pica::Regs::DepthFormat::D16:
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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((u16*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset);
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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break;
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const u32 coarse_y = y & ~7;
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case Pica::Regs::DepthFormat::D24:
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset);
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u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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break;
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case Pica::Regs::DepthFormat::D24S8:
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u8* pixel = depth_buffer + dst_offset;
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{
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u32 depth_stencil = *(u32*)pixel;
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Math::Vec2<u32> depth_stencil = Color::DecodeD24S8(depth_buffer + dst_offset);
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((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
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((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = (depth_stencil.x << 8) | depth_stencil.y;
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break;
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}
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}
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default:
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}
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LOG_CRITICAL(Render_OpenGL, "Unknown memory framebuffer depth format %x", fb_depth_texture.format);
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} else {
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UNIMPLEMENTED();
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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break;
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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u8* pixel = depth_buffer + dst_offset;
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memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
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}
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}
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}
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}
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}
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}
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@ -824,6 +861,9 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
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fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
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fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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void RasterizerOpenGL::CommitColorBuffer() {
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void RasterizerOpenGL::CommitColorBuffer() {
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@ -842,15 +882,18 @@ void RasterizerOpenGL::CommitColorBuffer() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
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glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
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// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
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for (int y = 0; y < fb_color_texture.height; ++y) {
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for (int y = 0; y < fb_color_texture.height; ++y) {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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u8* pixel = color_buffer + dst_offset;
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memcpy(pixel, &temp_gl_color_buffer[gl_px_idx], bytes_per_pixel);
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memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
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}
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}
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}
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}
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}
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}
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@ -877,29 +920,32 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
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glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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state.texture_units[0].texture_2d = 0;
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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state.Apply();
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_px_idx = x + y * fb_depth_texture.width;
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switch (fb_depth_texture.format) {
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u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
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case Pica::Regs::DepthFormat::D16:
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Color::EncodeD16(((u16*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
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if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
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break;
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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case Pica::Regs::DepthFormat::D24:
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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Color::EncodeD24(((u32*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
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const u32 coarse_y = y & ~7;
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break;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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case Pica::Regs::DepthFormat::D24S8:
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u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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{
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u32 depth_stencil = ((u32*)temp_gl_depth_buffer.get())[gl_px_idx];
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u8* pixel = depth_buffer + dst_offset;
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Color::EncodeD24S8((depth_stencil >> 8), depth_stencil & 0xFF, depth_buffer + dst_offset);
|
u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
|
||||||
break;
|
*(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
|
||||||
}
|
}
|
||||||
default:
|
}
|
||||||
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", fb_depth_texture.format);
|
} else {
|
||||||
UNIMPLEMENTED();
|
for (int y = 0; y < fb_depth_texture.height; ++y) {
|
||||||
break;
|
for (int x = 0; x < fb_depth_texture.width; ++x) {
|
||||||
|
const u32 coarse_y = y & ~7;
|
||||||
|
u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
||||||
|
u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
|
||||||
|
|
||||||
|
u8* pixel = depth_buffer + dst_offset;
|
||||||
|
memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -16,6 +16,11 @@ OpenGLState::OpenGLState() {
|
|||||||
depth.test_func = GL_LESS;
|
depth.test_func = GL_LESS;
|
||||||
depth.write_mask = GL_TRUE;
|
depth.write_mask = GL_TRUE;
|
||||||
|
|
||||||
|
color_mask.red_enabled = GL_TRUE;
|
||||||
|
color_mask.green_enabled = GL_TRUE;
|
||||||
|
color_mask.blue_enabled = GL_TRUE;
|
||||||
|
color_mask.alpha_enabled = GL_TRUE;
|
||||||
|
|
||||||
stencil.test_enabled = false;
|
stencil.test_enabled = false;
|
||||||
stencil.test_func = GL_ALWAYS;
|
stencil.test_func = GL_ALWAYS;
|
||||||
stencil.test_ref = 0;
|
stencil.test_ref = 0;
|
||||||
@ -77,6 +82,15 @@ void OpenGLState::Apply() {
|
|||||||
glDepthMask(depth.write_mask);
|
glDepthMask(depth.write_mask);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Color mask
|
||||||
|
if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
|
||||||
|
color_mask.green_enabled != cur_state.color_mask.green_enabled ||
|
||||||
|
color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
|
||||||
|
color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
|
||||||
|
glColorMask(color_mask.red_enabled, color_mask.green_enabled,
|
||||||
|
color_mask.blue_enabled, color_mask.alpha_enabled);
|
||||||
|
}
|
||||||
|
|
||||||
// Stencil test
|
// Stencil test
|
||||||
if (stencil.test_enabled != cur_state.stencil.test_enabled) {
|
if (stencil.test_enabled != cur_state.stencil.test_enabled) {
|
||||||
if (stencil.test_enabled) {
|
if (stencil.test_enabled) {
|
||||||
@ -87,8 +101,8 @@ void OpenGLState::Apply() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (stencil.test_func != cur_state.stencil.test_func ||
|
if (stencil.test_func != cur_state.stencil.test_func ||
|
||||||
stencil.test_ref != cur_state.stencil.test_ref ||
|
stencil.test_ref != cur_state.stencil.test_ref ||
|
||||||
stencil.test_mask != cur_state.stencil.test_mask) {
|
stencil.test_mask != cur_state.stencil.test_mask) {
|
||||||
glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
|
glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
|
||||||
}
|
}
|
||||||
|
|
||||||
@ -112,17 +126,19 @@ void OpenGLState::Apply() {
|
|||||||
}
|
}
|
||||||
|
|
||||||
if (blend.color.red != cur_state.blend.color.red ||
|
if (blend.color.red != cur_state.blend.color.red ||
|
||||||
blend.color.green != cur_state.blend.color.green ||
|
blend.color.green != cur_state.blend.color.green ||
|
||||||
blend.color.blue != cur_state.blend.color.blue ||
|
blend.color.blue != cur_state.blend.color.blue ||
|
||||||
blend.color.alpha != cur_state.blend.color.alpha) {
|
blend.color.alpha != cur_state.blend.color.alpha) {
|
||||||
glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
|
glBlendColor(blend.color.red, blend.color.green,
|
||||||
|
blend.color.blue, blend.color.alpha);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
|
if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
|
||||||
blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
|
blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
|
||||||
blend.src_a_func != cur_state.blend.src_a_func ||
|
blend.src_a_func != cur_state.blend.src_a_func ||
|
||||||
blend.dst_a_func != cur_state.blend.dst_a_func) {
|
blend.dst_a_func != cur_state.blend.dst_a_func) {
|
||||||
glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func);
|
glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func,
|
||||||
|
blend.src_a_func, blend.dst_a_func);
|
||||||
}
|
}
|
||||||
|
|
||||||
if (logic_op != cur_state.logic_op) {
|
if (logic_op != cur_state.logic_op) {
|
||||||
|
@ -19,6 +19,13 @@ public:
|
|||||||
GLboolean write_mask; // GL_DEPTH_WRITEMASK
|
GLboolean write_mask; // GL_DEPTH_WRITEMASK
|
||||||
} depth;
|
} depth;
|
||||||
|
|
||||||
|
struct {
|
||||||
|
GLboolean red_enabled;
|
||||||
|
GLboolean green_enabled;
|
||||||
|
GLboolean blue_enabled;
|
||||||
|
GLboolean alpha_enabled;
|
||||||
|
} color_mask; // GL_COLOR_WRITEMASK
|
||||||
|
|
||||||
struct {
|
struct {
|
||||||
bool test_enabled; // GL_STENCIL_TEST
|
bool test_enabled; // GL_STENCIL_TEST
|
||||||
GLenum test_func; // GL_STENCIL_FUNC
|
GLenum test_func; // GL_STENCIL_FUNC
|
||||||
|
@ -170,6 +170,9 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
|
|||||||
texture.gl_format, texture.gl_type, framebuffer_data);
|
texture.gl_format, texture.gl_type, framebuffer_data);
|
||||||
|
|
||||||
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
@ -239,6 +242,9 @@ void RendererOpenGL::InitOpenGLObjects() {
|
|||||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
state.texture_units[0].texture_2d = 0;
|
||||||
|
state.Apply();
|
||||||
|
|
||||||
hw_rasterizer->InitObjects();
|
hw_rasterizer->InitObjects();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user