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GLideN64/DepthBuffer.cpp

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#ifdef OS_MAC_OS_X
#include <malloc/malloc.h>
#else
#include <malloc.h>
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#endif
#include <assert.h>
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#include "OpenGL.h"
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#include "Combiner.h"
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#include "FrameBuffer.h"
#include "DepthBuffer.h"
#include "VI.h"
#include "Config.h"
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#include "Debug.h"
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const GLuint ZlutImageUnit = 0;
const GLuint TlutImageUnit = 1;
const GLuint depthImageUnit = 2;
DepthBuffer::DepthBuffer() : m_address(0), m_width(0), m_FBO(0), m_pDepthImageTexture(NULL), m_pDepthBufferTexture(NULL), m_pResolveDepthBufferTexture(NULL), m_resolved(false)
{
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glGenFramebuffers(1, &m_FBO);
}
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DepthBuffer::DepthBuffer(DepthBuffer && _other) :
m_address(_other.m_address), m_width(_other.m_width),
m_FBO(_other.m_FBO), m_pDepthImageTexture(_other.m_pDepthImageTexture), m_pDepthBufferTexture(_other.m_pDepthBufferTexture),
m_pResolveDepthBufferTexture(_other.m_pResolveDepthBufferTexture), m_resolved(_other.m_resolved)
{
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_other.m_FBO = 0;
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_other.m_pDepthImageTexture = NULL;
_other.m_pDepthBufferTexture = NULL;
_other.m_pResolveDepthBufferTexture = NULL;
_other.m_resolved = false;
}
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DepthBuffer::~DepthBuffer()
{
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if (m_FBO != 0)
glDeleteFramebuffers(1, &m_FBO);
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if (m_pDepthImageTexture != NULL)
textureCache().removeFrameBufferTexture(m_pDepthImageTexture);
if (m_pDepthBufferTexture != NULL)
textureCache().removeFrameBufferTexture(m_pDepthBufferTexture);
if (m_pResolveDepthBufferTexture != NULL)
textureCache().removeFrameBufferTexture(m_pResolveDepthBufferTexture);
}
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void DepthBuffer::initDepthImageTexture(FrameBuffer * _pBuffer)
{
#ifdef GL_IMAGE_TEXTURES_SUPPORT
if (!video().getRender().isImageTexturesSupported() || config.frameBufferEmulation.N64DepthCompare == 0 || m_pDepthImageTexture != NULL)
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return;
m_pDepthImageTexture = textureCache().addFrameBufferTexture();
m_pDepthImageTexture->width = (u32)(_pBuffer->m_pTexture->width);
m_pDepthImageTexture->height = (u32)(_pBuffer->m_pTexture->height);
m_pDepthImageTexture->format = 0;
m_pDepthImageTexture->size = 2;
m_pDepthImageTexture->clampS = 1;
m_pDepthImageTexture->clampT = 1;
m_pDepthImageTexture->address = _pBuffer->m_startAddress;
m_pDepthImageTexture->clampWidth = _pBuffer->m_width;
m_pDepthImageTexture->clampHeight = _pBuffer->m_height;
m_pDepthImageTexture->frameBufferTexture = TRUE;
m_pDepthImageTexture->maskS = 0;
m_pDepthImageTexture->maskT = 0;
m_pDepthImageTexture->mirrorS = 0;
m_pDepthImageTexture->mirrorT = 0;
m_pDepthImageTexture->realWidth = m_pDepthImageTexture->width;
m_pDepthImageTexture->realHeight = m_pDepthImageTexture->height;
m_pDepthImageTexture->textureBytes = m_pDepthImageTexture->realWidth * m_pDepthImageTexture->realHeight * 2 * sizeof(float); // Width*Height*RG*sizeof(GL_RGBA32F)
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textureCache().addFrameBufferTextureSize(m_pDepthImageTexture->textureBytes);
glBindTexture(GL_TEXTURE_2D, m_pDepthImageTexture->glName);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, m_pDepthImageTexture->realWidth, m_pDepthImageTexture->realHeight, 0, GL_RG, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO);
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glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_pDepthImageTexture->glName, 0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
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depthBufferList().clearBuffer();
#endif // GL_IMAGE_TEXTURES_SUPPORT
}
void DepthBuffer::_initDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture * _pTexture, bool _multisample)
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{
if (_pBuffer != NULL) {
_pTexture->width = (u32)(_pBuffer->m_pTexture->width);
_pTexture->height = (u32)(_pBuffer->m_pTexture->height);
_pTexture->address = _pBuffer->m_startAddress;
_pTexture->clampWidth = _pBuffer->m_width;
_pTexture->clampHeight = _pBuffer->m_height;
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}
else {
_pTexture->width = video().getWidth();
_pTexture->height = video().getHeight();
_pTexture->address = VI.lastOrigin;
_pTexture->clampWidth = VI.width;
_pTexture->clampHeight = VI.height;
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}
_pTexture->format = 0;
_pTexture->size = 2;
_pTexture->clampS = 1;
_pTexture->clampT = 1;
_pTexture->frameBufferTexture = TRUE;
_pTexture->maskS = 0;
_pTexture->maskT = 0;
_pTexture->mirrorS = 0;
_pTexture->mirrorT = 0;
_pTexture->realWidth = _pTexture->width;
_pTexture->realHeight = _pTexture->height;
_pTexture->textureBytes = _pTexture->realWidth * _pTexture->realHeight * sizeof(float);
textureCache().addFrameBufferTextureSize(_pTexture->textureBytes);
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#ifndef GLES2
const GLenum format = GL_DEPTH_COMPONENT;
#else
const GLenum format = GL_DEPTH_COMPONENT24_OES;
#endif
if (_multisample) {
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _pTexture->glName);
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if (_pBuffer != NULL)
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, GL_DEPTH_COMPONENT, _pBuffer->m_pTexture->realWidth, _pBuffer->m_pTexture->realHeight, false);
else
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, GL_DEPTH_COMPONENT, video().getWidth(), video().getHeight(), false);
}
else {
glBindTexture(GL_TEXTURE_2D, _pTexture->glName);
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if (_pBuffer != NULL)
glTexImage2D(GL_TEXTURE_2D, 0, format, _pBuffer->m_pTexture->realWidth, _pBuffer->m_pTexture->realHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
else
glTexImage2D(GL_TEXTURE_2D, 0, format, video().getWidth(), video().getHeight(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, 0);
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}
void DepthBuffer::setDepthAttachment()
{
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if (config.video.multisampling != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, m_pDepthBufferTexture->glName, 0);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_pDepthBufferTexture->glName, 0);
m_resolved = false;
}
void DepthBuffer::initDepthBufferTexture(FrameBuffer * _pBuffer)
{
if (m_pDepthBufferTexture == NULL) {
m_pDepthBufferTexture = textureCache().addFrameBufferTexture();
_initDepthBufferTexture(_pBuffer, m_pDepthBufferTexture, config.video.multisampling != 0);
}
if (config.video.multisampling != 0 && m_pResolveDepthBufferTexture == NULL) {
m_pResolveDepthBufferTexture = textureCache().addFrameBufferTexture();
_initDepthBufferTexture(_pBuffer, m_pResolveDepthBufferTexture, false);
}
}
CachedTexture * DepthBuffer::resolveDepthBufferTexture(FrameBuffer * _pBuffer)
{
if (config.video.multisampling == 0)
return m_pDepthBufferTexture;
if (m_resolved)
return m_pResolveDepthBufferTexture;
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, _pBuffer->m_FBO);
glReadBuffer(GL_COLOR_ATTACHMENT0);
GLuint attachment = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &attachment);
assert(checkFBO());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _pBuffer->m_resolveFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_pResolveDepthBufferTexture->glName, 0);
assert(checkFBO());
glBlitFramebuffer(
0, 0, m_pDepthBufferTexture->realWidth, m_pDepthBufferTexture->realHeight,
0, 0, m_pResolveDepthBufferTexture->realWidth, m_pResolveDepthBufferTexture->realHeight,
GL_DEPTH_BUFFER_BIT, GL_NEAREST
);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
glEnable(GL_SCISSOR_TEST);
m_resolved = true;
return m_pResolveDepthBufferTexture;
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}
void DepthBuffer::activateDepthBufferTexture(FrameBuffer * _pBuffer)
{
textureCache().activateTexture(0, resolveDepthBufferTexture(_pBuffer));
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}
void DepthBuffer::bindDepthImageTexture()
{
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#ifdef GL_IMAGE_TEXTURES_SUPPORT
glBindImageTexture(depthImageUnit, m_pDepthImageTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
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#endif
}
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void DepthBufferList::init()
{
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m_pCurrent = NULL;
m_pzLUT = new u16[0x40000];
for (int i = 0; i<0x40000; i++) {
u32 exponent = 0;
u32 testbit = 1 << 17;
while ((i & testbit) && (exponent < 7)) {
exponent++;
testbit = 1 << (17 - exponent);
}
const u32 mantissa = (i >> (6 - (6 < exponent ? 6 : exponent))) & 0x7ff;
m_pzLUT[i] = (u16)(((exponent << 11) | mantissa) << 2);
}
}
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void DepthBufferList::destroy()
{
delete[] m_pzLUT;
m_pzLUT = NULL;
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m_pCurrent = NULL;
m_list.clear();
}
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DepthBuffer * DepthBufferList::findBuffer(u32 _address)
{
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for (DepthBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter)
if (iter->m_address == _address)
return &(*iter);
return NULL;
}
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void DepthBufferList::removeBuffer(u32 _address )
{
for (DepthBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter)
if (iter->m_address == _address) {
m_list.erase(iter);
return;
}
}
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void DepthBufferList::saveBuffer(u32 _address)
{
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if (!config.frameBufferEmulation.enable)
return;
FrameBuffer * pFrameBuffer = frameBufferList().findBuffer(_address);
if (pFrameBuffer == NULL)
pFrameBuffer = frameBufferList().getCurrent();
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if (m_pCurrent == NULL || m_pCurrent->m_address != _address)
m_pCurrent = findBuffer(_address);
if (m_pCurrent != NULL && pFrameBuffer != NULL && m_pCurrent->m_width != pFrameBuffer->m_width) {
removeBuffer(_address);
m_pCurrent = NULL;
}
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if (m_pCurrent == NULL) {
m_list.emplace_front();
DepthBuffer & buffer = m_list.front();
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buffer.m_address = _address;
buffer.m_width = pFrameBuffer != NULL ? pFrameBuffer->m_width : VI.width;
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buffer.initDepthBufferTexture(pFrameBuffer);
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m_pCurrent = &buffer;
}
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frameBufferList().attachDepthBuffer();
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#ifdef DEBUG
DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "DepthBuffer_SetBuffer( 0x%08X ); color buffer is 0x%08X\n",
address, ( pFrameBuffer != NULL && pFrameBuffer->m_FBO > 0) ? pFrameBuffer->m_startAddress : 0
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);
#endif
}
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void DepthBufferList::clearBuffer()
{
#ifdef GL_IMAGE_TEXTURES_SUPPORT
if (!video().getRender().isImageTexturesSupported() || config.frameBufferEmulation.N64DepthCompare == 0)
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return;
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if (m_pCurrent == NULL || m_pCurrent->m_FBO == 0)
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return;
float color[4] = {1.0f, 1.0f, 0.0f, 1.0f};
glBindImageTexture(depthImageUnit, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_pCurrent->m_FBO);
const u32 cycleType = gDP.otherMode.cycleType;
gDP.otherMode.cycleType = G_CYC_FILL;
video().getRender().drawRect(0,0,VI.width, VI.height, color);
gDP.otherMode.cycleType = cycleType;
glBindImageTexture(depthImageUnit, m_pCurrent->m_pDepthImageTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO);
#endif // GL_IMAGE_TEXTURES_SUPPORT
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}
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void DepthBuffer_Init()
{
depthBufferList().init();
}
void DepthBuffer_Destroy()
{
depthBufferList().destroy();
}