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GLideN64/src/DepthBuffer.h

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#ifndef DEPTHBUFFER_H
#define DEPTHBUFFER_H
#include "Types.h"
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#include "Textures.h"
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#include "Graphics/ObjectHandle.h"
#include "Graphics/Parameter.h"
struct FrameBuffer;
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struct DepthBuffer
{
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DepthBuffer();
~DepthBuffer();
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void initDepthImageTexture(FrameBuffer * _pBuffer);
void initDepthBufferTexture(FrameBuffer * _pBuffer);
CachedTexture * resolveDepthBufferTexture(FrameBuffer * _pBuffer);
CachedTexture * copyDepthBufferTexture(FrameBuffer * _pBuffer);
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void setDepthAttachment(graphics::ObjectHandle _fbo, graphics::BufferTargetParam _target);
void activateDepthBufferTexture(FrameBuffer * _pBuffer);
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void bindDepthImageTexture(graphics::ObjectHandle _fbo);
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u32 m_address = 0;
u32 m_width = 0;
bool m_cleared = false;
CachedTexture *m_pDepthBufferTexture = nullptr;
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graphics::ObjectHandle m_depthRenderbuffer;
u32 m_depthRenderbufferWidth = 0;
CachedTexture *m_pDepthImageZTexture = nullptr;
CachedTexture *m_pDepthImageDeltaZTexture = nullptr;
graphics::ObjectHandle m_ZTextureClearFBO;
graphics::ObjectHandle m_DeltaZTextureClearFBO;
// multisampling
CachedTexture *m_pResolveDepthBufferTexture = nullptr;
bool m_resolved = false;
// render to depth buffer
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graphics::ObjectHandle m_copyFBO;
CachedTexture *m_pDepthBufferCopyTexture = nullptr;
bool m_copied = false;
static void copyDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture *& _pTexture, graphics::ObjectHandle _copyFBO);
static void _initDepthBufferTexture(const FrameBuffer * _pBuffer, CachedTexture *_pTexture, bool _multisample);
private:
static void _initDepthImageTexture(FrameBuffer * _pBuffer, CachedTexture& _cachedTexture, graphics::ObjectHandle & _clearFBO);
void _initDepthBufferRenderbuffer(FrameBuffer * _pBuffer);
};
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class DepthBufferList
{
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public:
void init();
void destroy();
void saveBuffer(u32 _address);
void removeBuffer(u32 _address);
void clearBuffer();
void setCleared(bool _cleared);
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DepthBuffer *findBuffer(u32 _address);
DepthBuffer * getCurrent() const {return m_pCurrent;}
static DepthBufferList & get();
const u16 * const getZLUT() const {return m_pzLUT;}
private:
DepthBufferList();
DepthBufferList(const DepthBufferList &) = delete;
~DepthBufferList();
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void _createScreenSizeBuffer(u32 _address);
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typedef std::list<DepthBuffer> DepthBuffers;
DepthBuffers m_list;
DepthBuffer *m_pCurrent;
u16 * m_pzLUT;
};
inline
DepthBufferList & depthBufferList()
{
return DepthBufferList::get();
}
void DepthBuffer_Init();
void DepthBuffer_Destroy();
#endif