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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-04 10:03:36 +00:00

Add possibility to switch between float and int depth texture formats

This commit is contained in:
Sergey Lipskiy 2013-11-03 13:16:59 +07:00
parent 9c508f1a9b
commit 898a81ecde
4 changed files with 58 additions and 16 deletions

View File

@ -18,6 +18,10 @@
bool g_bCopyToRDRAM = false;
bool g_bCopyFromRDRAM = false;
bool g_bUseFloatDepthTexture = false;
static const GLint depthTextureInternalFormat = g_bUseFloatDepthTexture ? GL_R32F : GL_R16;
static const GLenum depthTextureType = g_bUseFloatDepthTexture ? GL_FLOAT : GL_UNSIGNED_INT;
FrameBufferInfo frameBuffer;
class FrameBufferToRDRAM
@ -337,10 +341,8 @@ void _initDepthTexture()
depthBuffer.top->depth_texture->textureBytes = depthBuffer.top->depth_texture->realWidth * depthBuffer.top->depth_texture->realHeight * 2;
cache.cachedBytes += depthBuffer.top->depth_texture->textureBytes;
GLint internalFormat = GL_R32F;
GLenum type = GL_FLOAT;
glBindTexture( GL_TEXTURE_2D, depthBuffer.top->depth_texture->glName );
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, depthBuffer.top->depth_texture->realWidth, depthBuffer.top->depth_texture->realHeight, 0, GL_RED, type, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, depthTextureInternalFormat, depthBuffer.top->depth_texture->realWidth, depthBuffer.top->depth_texture->realHeight, 0, GL_RED, depthTextureType, NULL);
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
frameBuffer.top->depth_texture = depthBuffer.top->depth_texture;

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@ -30,6 +30,7 @@ struct FrameBufferInfo
extern FrameBufferInfo frameBuffer;
extern bool g_bCopyToRDRAM;
extern bool g_bCopyFromRDRAM;
extern bool g_bUseFloatDepthTexture;
struct DepthBuffer;
void FrameBuffer_Init();

View File

@ -282,7 +282,37 @@ static const char* vertex_shader =
"} \n"
;
static const char* depth_compare_shader =
static const char* depth_compare_shader_int =
"#version 420 core \n"
"uniform int depthEnabled; \n"
"uniform int depthCompareEnabled; \n"
"uniform int depthUpdateEnabled; \n"
"uniform unsigned int depthPolygonOffset; \n"
"layout(binding = 0, r16ui) uniform readonly uimage2D zlut_image;\n"
"layout(binding = 1, r16ui) uniform restrict uimage2D depth_image;\n"
"bool depth_compare() \n"
"{ \n"
" if (depthEnabled == 0) return true; \n"
" ivec2 coord = ivec2(gl_FragCoord.xy); \n"
" highp uvec4 depth = imageLoad(depth_image,coord); \n"
" highp unsigned int bufZ = depth.r; \n"
" highp int iZ = int(gl_FragCoord.z*262143.0); \n"
" int y0 = iZ / 512; \n"
" int x0 = iZ - 512*y0; \n"
" highp unsigned int curZ = imageLoad(zlut_image,ivec2(x0,y0)).r; \n"
" curZ = curZ - depthPolygonOffset;\n"
" if (depthUpdateEnabled > 0 && curZ < depth.r) { \n"
" depth.r = curZ; \n"
" imageStore(depth_image,coord,depth); \n"
" } \n"
" memoryBarrier(); \n"
" if (depthCompareEnabled > 0) \n"
" return curZ <= bufZ; \n"
" return true; \n"
"} \n"
;
static const char* depth_compare_shader_float =
"#version 420 core \n"
"uniform int depthEnabled; \n"
"uniform int depthCompareEnabled; \n"
@ -369,7 +399,10 @@ void InitGLSLCombiner()
glCompileShaderARB(g_calc_noise_shader_object);
g_calc_depth_shader_object = glCreateShaderObjectARB(GL_FRAGMENT_SHADER_ARB);
glShaderSourceARB(g_calc_depth_shader_object, 1, &depth_compare_shader, NULL);
if (g_bUseFloatDepthTexture)
glShaderSourceARB(g_calc_depth_shader_object, 1, &depth_compare_shader_float, NULL);
else
glShaderSourceARB(g_calc_depth_shader_object, 1, &depth_compare_shader_int, NULL);
glCompileShaderARB(g_calc_depth_shader_object);
InitZlutTexture();
@ -516,8 +549,8 @@ GLSLCombiner::GLSLCombiner(Combiner *_color, Combiner *_alpha) {
strcat(fragment_shader, strCombiner);
strcat(fragment_shader, " gl_FragColor = vec4(color2, alpha2); \n");
// strcat(fragment_shader, " bool bDC = depth_compare(); \n");
strcat(fragment_shader, " if (!depth_compare()) discard; \n");
strcat(fragment_shader, " bool bDC = depth_compare(); \n");
// strcat(fragment_shader, " if (!depth_compare()) discard; \n");
#ifdef USE_TOONIFY
strcat(fragment_shader, " toonify(intensity); \n");
@ -676,15 +709,20 @@ void GLSLCombiner::UpdateDepthInfo() {
int depth_update_location = glGetUniformLocationARB(m_programObject, "depthUpdateEnabled");
glUniform1iARB(depth_update_location, gDP.otherMode.depthUpdate);
int depth_polygon_offset = glGetUniformLocationARB(m_programObject, "depthPolygonOffset");
float fPlygonOffset = gDP.otherMode.depthMode == ZMODE_DEC ? 0.005f : 0.0f;
glUniform1fARB(depth_polygon_offset, fPlygonOffset);
if (g_bUseFloatDepthTexture) {
float fPlygonOffset = gDP.otherMode.depthMode == ZMODE_DEC ? 0.005 : 0.0f;
glUniform1fARB(depth_polygon_offset, fPlygonOffset);
} else {
int iPlygonOffset = gDP.otherMode.depthMode == ZMODE_DEC ? 5 : 0;
glUniform1iARB(depth_polygon_offset, iPlygonOffset);
}
const GLuint ZlutImageUnit = 0;
const GLuint depthImageUnit = 1;
GLuint texture = frameBuffer.top->depth_texture->glName;
glBindImageTexture(ZlutImageUnit, g_zlut_tex, 0, GL_FALSE, 0, GL_READ_ONLY, GL_R16UI);
glBindImageTexture(depthImageUnit, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
GLenum depthTexFormat = g_bUseFloatDepthTexture ? GL_R32F : GL_R16UI;
glBindImageTexture(depthImageUnit, texture, 0, GL_FALSE, 0, GL_READ_WRITE, depthTexFormat);
}
void GLSL_ClearDepthBuffer() {
@ -693,12 +731,12 @@ void GLSL_ClearDepthBuffer() {
const u32 numTexels = frameBuffer.top->depth_texture->width*frameBuffer.top->depth_texture->height;
GLint internalFormat = GL_R32F;
GLenum type = GL_FLOAT;
int dataSize = type == GL_FLOAT ? sizeof(float) : sizeof(unsigned short);
GLenum type = GL_UNSIGNED_SHORT;
int dataSize = g_bUseFloatDepthTexture ? sizeof(float) : sizeof(unsigned short);
char * pData = (char*)malloc(numTexels * dataSize);;
if (type == GL_FLOAT) {
if (g_bUseFloatDepthTexture) {
type = GL_FLOAT;
f32 * pDepth = (f32*)pData;
for (int i = 0; i < numTexels; i++)
pDepth[i] = 1.0f;

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@ -887,7 +887,8 @@ void OGL_DrawTriangles()
Combiner_UpdateCombineDepthInfo();
glDrawArrays( GL_TRIANGLES, 0, OGL.numVertices );
glBindImageTexture(0, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R16UI);
glBindImageTexture(1, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
GLenum depthTexFormat = g_bUseFloatDepthTexture ? GL_R32F : GL_R16UI;
glBindImageTexture(1, 0, 0, GL_FALSE, 0, GL_READ_WRITE, depthTexFormat);
OGL.numTriangles = OGL.numVertices = 0;
}