mirror of
https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
Optional fragment based writing of depth
This commit is contained in:
parent
bd04064b6b
commit
74b21d712c
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@ -37,6 +37,7 @@ void Config::resetToDefaults()
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generalEmulation.correctTexrectCoords = tcDisable;
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generalEmulation.enableNativeResTexrects = 0;
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generalEmulation.enableLegacyBlending = 0;
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generalEmulation.enableFragmentDepthWrite = 1;
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generalEmulation.hacks = 0;
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#ifdef ANDROID
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generalEmulation.forcePolygonOffset = 0;
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@ -4,7 +4,7 @@
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#include <string>
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#include "Types.h"
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#define CONFIG_VERSION_CURRENT 12U
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#define CONFIG_VERSION_CURRENT 13U
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#define BILINEAR_3POINT 0
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#define BILINEAR_STANDARD 1
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@ -50,6 +50,7 @@ struct Config
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u32 correctTexrectCoords;
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u32 enableNativeResTexrects;
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u32 enableLegacyBlending;
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u32 enableFragmentDepthWrite;
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u32 hacks;
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#ifdef ANDROID
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u32 forcePolygonOffset;
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@ -25,6 +25,7 @@ static GLuint g_vertex_shader_object_notex;
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static GLuint g_calc_light_shader_object;
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static GLuint g_calc_mipmap_shader_object;
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static GLuint g_calc_noise_shader_object;
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static GLuint g_write_depth_shader_object;
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static GLuint g_calc_depth_shader_object;
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static GLuint g_readtex_shader_object;
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static GLuint g_readtex_ms_shader_object;
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@ -215,6 +216,7 @@ void InitShaderCombiner()
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g_calc_light_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_calc_light);
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g_calc_mipmap_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_mipmap);
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g_calc_noise_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_noise);
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g_write_depth_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_depth);
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g_readtex_shader_object = _createShader(GL_FRAGMENT_SHADER, config.texture.bilinearMode == BILINEAR_3POINT ? fragment_shader_readtex_3point : fragment_shader_readtex);
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g_readtex_ms_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_readtex_ms);
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g_dither_shader_object = _createShader(GL_FRAGMENT_SHADER, fragment_shader_dither);
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@ -226,7 +228,8 @@ void InitShaderCombiner()
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const int texLoc = glGetUniformLocation(g_monochrome_image_program, "uColorImage");
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glUniform1i(texLoc, 0);
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if ((config.generalEmulation.hacks&hack_LoadDepthTextures) != 0) {
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if (config.generalEmulation.enableFragmentDepthWrite != 0 &&
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(config.generalEmulation.hacks&hack_LoadDepthTextures) != 0) {
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GLuint depth_texture_shader_object = _createShader(GL_FRAGMENT_SHADER, depth_texture_fragment_shader);
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g_depth_texture_program = glCreateProgram();
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glBindAttribLocation(g_depth_texture_program, SC_POSITION, "aPosition");
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@ -273,6 +276,8 @@ void DestroyShaderCombiner() {
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g_readtex_ms_shader_object = 0;
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glDeleteShader(g_calc_noise_shader_object);
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g_calc_noise_shader_object = 0;
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glDeleteShader(g_write_depth_shader_object);
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g_write_depth_shader_object = 0;
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glDeleteShader(g_dither_shader_object);
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g_dither_shader_object = 0;
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glDeleteShader(g_calc_depth_shader_object);
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@ -325,7 +330,7 @@ ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCo
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strFragmentShader.append(fragment_shader_header_noise);
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strFragmentShader.append(fragment_shader_header_noise_dither);
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strFragmentShader.append(fragment_shader_header_write_depth);
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if (bUseLod)
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strFragmentShader.append(fragment_shader_header_mipmap);
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else {
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@ -346,6 +351,7 @@ ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCo
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strFragmentShader.append(fragment_shader_header_common_variables_blend_mux_2cycle);
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strFragmentShader.append(fragment_shader_header_noise);
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strFragmentShader.append(fragment_shader_header_noise_dither);
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strFragmentShader.append(fragment_shader_header_write_depth);
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#ifdef GL_IMAGE_TEXTURES_SUPPORT
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if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
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@ -397,27 +403,26 @@ ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCo
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if (video().getRender().isImageTexturesSupported() && config.frameBufferEmulation.N64DepthCompare != 0)
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strFragmentShader.append(" if (!depth_compare()) discard; \n");
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strFragmentShader.append(
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#ifdef GLESX
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"#ifdef GL_NV_fragdepth \n"
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#endif
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" if (uRenderTarget != 0) { \n"
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" if (uRenderTarget > 1) { \n"
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" ivec2 coord = ivec2(gl_FragCoord.xy); \n"
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" if (gl_FragDepth >= texelFetch(uDepthTex, coord, 0).r) discard; \n"
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" } \n"
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" gl_FragDepth = fragColor.r; \n"
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" } \n"
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#ifdef GLESX
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"#endif \n"
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#endif
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);
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if (config.generalEmulation.enableFragmentDepthWrite != 0){
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strFragmentShader.append(
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" if (uRenderTarget != 0) { \n"
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" if (uRenderTarget > 1) { \n"
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" ivec2 coord = ivec2(gl_FragCoord.xy); \n"
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" if (gl_FragDepth >= texelFetch(uDepthTex, coord, 0).r) discard; \n"
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" } \n"
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" gl_FragDepth = fragColor.r; \n"
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" } \n"
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);
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}
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strFragmentShader.append(fragment_shader_end);
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if (config.generalEmulation.enableNoise == 0)
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strFragmentShader.append(fragment_shader_dummy_noise);
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if (config.generalEmulation.enableFragmentDepthWrite == 0)
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strFragmentShader.append(fragment_shader_dummy_depth);
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if (bUseLod && config.generalEmulation.enableLOD == 0)
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strFragmentShader.append(fragment_shader_fake_mipmap);
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@ -442,7 +447,10 @@ ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCo
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strFragmentShader.append(fragment_shader_noise);
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strFragmentShader.append(fragment_shader_dither);
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}
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#endif
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if (config.generalEmulation.enableFragmentDepthWrite != 0) {
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strFragmentShader.append(fragment_shader_depth);
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}
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#endif // GLESX
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GLuint fragmentShader = glCreateShader(GL_FRAGMENT_SHADER);
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const GLchar * strShaderData = strFragmentShader.data();
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@ -475,6 +483,10 @@ ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCo
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glAttachShader(m_program, g_calc_noise_shader_object);
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glAttachShader(m_program, g_dither_shader_object);
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}
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if (config.generalEmulation.enableFragmentDepthWrite != 0) {
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glAttachShader(m_program, g_write_depth_shader_object);
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}
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#endif
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if (CombinerInfo::get().isShaderCacheSupported())
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glProgramParameteri(m_program, GL_PROGRAM_BINARY_RETRIEVABLE_HINT, GL_TRUE);
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@ -857,6 +869,7 @@ void ShaderCombiner::getShaderCombinerOptionsSet(std::vector<u32> & _vecOptions)
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_vecOptions.push_back(config.generalEmulation.enableLOD);
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_vecOptions.push_back(config.frameBufferEmulation.N64DepthCompare);
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_vecOptions.push_back(config.generalEmulation.enableLegacyBlending);
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_vecOptions.push_back(config.generalEmulation.enableFragmentDepthWrite);
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}
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#ifdef GL_IMAGE_TEXTURES_SUPPORT
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@ -264,6 +264,8 @@ static const char* fragment_shader_header_common_variables_blend_mux_2cycle =
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static const char* fragment_shader_header_noise =
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"lowp float snoise();\n";
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static const char* fragment_shader_header_write_depth =
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"void writeDepth();\n";
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static const char* fragment_shader_header_calc_light =
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"void calc_light(in lowp float fLights, in lowp vec3 input_color, out lowp vec3 output_color);\n";
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static const char* fragment_shader_header_mipmap =
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@ -317,13 +319,7 @@ static const char* fragment_shader_header_main =
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" \n"
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"void main() \n"
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"{ \n"
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#ifdef GLESX
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"#ifdef GL_NV_fragdepth \n"
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" gl_FragDepth = clamp((gl_FragCoord.z * 2.0 - 1.0) * uDepthScale.s + uDepthScale.t, 0.0, 1.0); \n"
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"#endif \n"
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#else
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" gl_FragDepth = clamp((gl_FragCoord.z * 2.0 - 1.0) * uDepthScale.s + uDepthScale.t, 0.0, 1.0); \n"
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#endif
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" writeDepth(); \n"
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" lowp mat4 muxPM = mat4(vec4(0.0), vec4(0.0), uBlendColor, uFogColor); \n"
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" lowp vec4 muxA = vec4(0.0, uFogColor.a, vShadeColor.a, 0.0); \n"
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" lowp vec4 muxB = vec4(0.0, 1.0, 1.0, 0.0); \n"
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@ -551,6 +547,23 @@ static const char* fragment_shader_dummy_noise =
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"} \n"
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;
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static const char* fragment_shader_depth =
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AUXILIARY_SHADER_VERSION
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#ifndef GLESX
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"uniform mediump vec2 uDepthScale; \n"
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#endif
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"void writeDepth() \n"
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"{ \n"
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" gl_FragDepth = clamp((gl_FragCoord.z * 2.0 - 1.0) * uDepthScale.s + uDepthScale.t, 0.0, 1.0); \n"
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"} \n"
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;
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static const char* fragment_shader_dummy_depth =
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"void writeDepth() \n"
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"{ \n"
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"} \n"
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;
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#ifdef GL_IMAGE_TEXTURES_SUPPORT
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static const char* depth_compare_shader_float =
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#ifndef GLESX
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@ -698,13 +711,7 @@ MAIN_SHADER_VERSION
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"in mediump vec2 vTexCoord0; \n"
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"void main() \n"
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"{ \n"
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#ifdef GLESX
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"#ifdef GL_NV_fragdepth \n"
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" gl_FragDepth = texture(uTex0, vTexCoord0).r; \n"
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"#endif \n"
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#else
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" gl_FragDepth = texture(uTex0, vTexCoord0).r; \n"
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#endif
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"} \n"
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;
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@ -779,19 +786,11 @@ MAIN_SHADER_VERSION
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const char * strTexrectDrawerFragmentShaderTex =
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"uniform sampler2D uTex0; \n"
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"uniform lowp int uEnableAlphaTest; \n"
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"uniform mediump vec2 uDepthScale; \n"
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"lowp vec4 uTestColor = vec4(4.0/255.0, 2.0/255.0, 1.0/255.0, 0.0); \n"
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"lowp vec4 uTestColor = vec4(4.0/255.0, 2.0/255.0, 1.0/255.0, 0.0); \n"
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"in mediump vec2 vTexCoord0; \n"
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"out lowp vec4 fragColor; \n"
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"void main() \n"
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"{ \n"
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#ifdef GLESX
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"#ifdef GL_NV_fragdepth \n"
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" gl_FragDepth = clamp((gl_FragCoord.z * 2.0 - 1.0) * uDepthScale.s + uDepthScale.t, 0.0, 1.0); \n"
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"#endif \n"
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#else
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" gl_FragDepth = clamp((gl_FragCoord.z * 2.0 - 1.0) * uDepthScale.s + uDepthScale.t, 0.0, 1.0); \n"
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#endif
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" fragColor = texFilter(uTex0, vTexCoord0); \n"
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" if (fragColor == uTestColor) discard; \n"
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" if (uEnableAlphaTest == 1 && !(fragColor.a > 0.0)) discard; \n"
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@ -398,10 +398,7 @@ void OGLRender::TexrectDrawer::init()
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assert(m_textureBoundsLoc >= 0);
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m_enableAlphaTestLoc = glGetUniformLocation(m_programTex, "uEnableAlphaTest");
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assert(m_enableAlphaTestLoc >= 0);
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#ifndef GLES2
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m_depthScaleLoc = glGetUniformLocation(m_programTex, "uDepthScale");
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assert(m_depthScaleLoc >= 0);
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#endif
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glUseProgram(0);
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m_vecRectCoords.reserve(256);
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@ -570,10 +567,7 @@ bool OGLRender::TexrectDrawer::draw()
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glUniform1i(m_enableAlphaTestLoc, enableAlphaTest);
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float texBounds[4] = { s0, t0, s1, t1 };
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glUniform4fv(m_textureBoundsLoc, 1, texBounds);
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if (RSP.bLLE)
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glUniform2f(m_depthScaleLoc, 0.5f, 0.5f);
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else
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glUniform2f(m_depthScaleLoc, gSP.viewport.vscale[2], gSP.viewport.vtrans[2]);
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glEnableVertexAttribArray(SC_TEXCOORD0);
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rect[0].x = m_ulx;
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@ -235,7 +235,6 @@ private:
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GLuint m_programClean;
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GLint m_enableAlphaTestLoc;
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GLint m_textureBoundsLoc;
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GLint m_depthScaleLoc;
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gDPScissor m_scissor;
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CachedTexture * m_pTexture;
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FrameBuffer * m_pBuffer;
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@ -72,9 +72,11 @@ bool Config_SetDefault()
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assert(res == M64ERR_SUCCESS);
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res = ConfigSetDefaultInt(g_configVideoGliden64, "CorrectTexrectCoords", config.generalEmulation.correctTexrectCoords, "Make texrect coordinates continuous to avoid black lines between them. (0=Off, 1=Auto, 2=Force)");
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assert(res == M64ERR_SUCCESS);
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res = ConfigSetDefaultBool(g_configVideoGliden64, "enableNativeResTexrects", config.generalEmulation.enableNativeResTexrects, "Render 2D texrects in native resolution to fix misalignment between parts of 2D image.");
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res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableNativeResTexrects", config.generalEmulation.enableNativeResTexrects, "Render 2D texrects in native resolution to fix misalignment between parts of 2D image.");
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assert(res == M64ERR_SUCCESS);
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res = ConfigSetDefaultBool(g_configVideoGliden64, "enableLegacyBlending", config.generalEmulation.enableLegacyBlending, "Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.");
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res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableLegacyBlending", config.generalEmulation.enableLegacyBlending, "Do not use shaders to emulate N64 blending modes. Works faster on slow GPU. Can cause glitches.");
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assert(res == M64ERR_SUCCESS);
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res = ConfigSetDefaultBool(g_configVideoGliden64, "EnableFragmentDepthWrite", config.generalEmulation.enableFragmentDepthWrite, "Enable writing of fragment depth. Some mobile GPUs do not support it, thus it made optional. Leave enabled.");
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assert(res == M64ERR_SUCCESS);
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#ifdef ANDROID
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res = ConfigSetDefaultBool(g_configVideoGliden64, "ForcePolygonOffset", config.generalEmulation.forcePolygonOffset, "If true, use polygon offset values specified below");
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@ -206,8 +208,9 @@ void Config_LoadConfig()
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config.generalEmulation.enableHWLighting = ConfigGetParamBool(g_configVideoGliden64, "EnableHWLighting");
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config.generalEmulation.enableShadersStorage = ConfigGetParamBool(g_configVideoGliden64, "EnableShadersStorage");
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config.generalEmulation.correctTexrectCoords = ConfigGetParamInt(g_configVideoGliden64, "CorrectTexrectCoords");
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config.generalEmulation.enableNativeResTexrects = ConfigGetParamBool(g_configVideoGliden64, "enableNativeResTexrects");
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config.generalEmulation.enableLegacyBlending = ConfigGetParamBool(g_configVideoGliden64, "enableLegacyBlending");
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config.generalEmulation.enableNativeResTexrects = ConfigGetParamBool(g_configVideoGliden64, "EnableNativeResTexrects");
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config.generalEmulation.enableLegacyBlending = ConfigGetParamBool(g_configVideoGliden64, "EnableLegacyBlending");
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config.generalEmulation.enableFragmentDepthWrite = ConfigGetParamBool(g_configVideoGliden64, "EnableFragmentDepthWrite");
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#ifdef ANDROID
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config.generalEmulation.forcePolygonOffset = ConfigGetParamBool(g_configVideoGliden64, "ForcePolygonOffset");
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config.generalEmulation.polygonOffsetFactor = ConfigGetParamFloat(g_configVideoGliden64, "PolygonOffsetFactor");
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