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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00

Change to float format of depth texture

This commit is contained in:
Sergey Lipskiy 2013-11-02 20:11:22 +07:00
parent c47ab51175
commit 9c508f1a9b
2 changed files with 43 additions and 20 deletions

View File

@ -337,8 +337,10 @@ 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, GL_R16, depthBuffer.top->depth_texture->realWidth, depthBuffer.top->depth_texture->realHeight, 0, GL_RED, GL_UNSIGNED_SHORT, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, depthBuffer.top->depth_texture->realWidth, depthBuffer.top->depth_texture->realHeight, 0, GL_RED, type, 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;

View File

@ -287,25 +287,28 @@ static const char* depth_compare_shader =
"uniform int depthEnabled; \n"
"uniform int depthCompareEnabled; \n"
"uniform int depthUpdateEnabled; \n"
"uniform float depthPolygonOffset; \n"
"layout(binding = 0, r16ui) uniform readonly uimage2D zlut_image;\n"
"layout(binding = 1, r16ui) uniform restrict uimage2D depth_image;\n"
"layout(binding = 1, r32f) uniform restrict image2D depth_image;\n"
"bool depth_compare() \n"
"{ \n"
" if (depthEnabled == 0) return true; \n"
" ivec2 coord = ivec2(gl_FragCoord.xy); \n"
" uvec4 depth = imageLoad(depth_image,coord); \n;"
" unsigned int bufZ = depth.r; \n;"
" float Z = (gl_FragCoord.z*262143.0); \n"
" int x0 = int(floor(mod(Z, 512.0))); \n"
" int y0 = int(floor(Z / 512.0)); \n"
" unsigned int curZ = imageLoad(zlut_image,ivec2(x0,y0)).r;\n"
" if (depthUpdateEnabled > 0 && curZ < bufZ) { \n"
" depth.r = curZ; \n;"
" highp vec4 depth = imageLoad(depth_image,coord); \n"
" highp float 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"
" unsigned int icurZ = imageLoad(zlut_image,ivec2(x0,y0)).r;\n"
" highp float curZ = float(icurZ)/262143.0 - depthPolygonOffset; \n"
" if (depthUpdateEnabled > 0 && curZ < depth.r) { \n"
" depth.r = curZ; \n"
" imageStore(depth_image,coord,depth); \n"
" } \n"
//" memoryBarrier(); \n"
" } \n"
" memoryBarrier(); \n"
" if (depthCompareEnabled > 0) \n"
" return curZ <= bufZ; \n"
" return true; \n"
"} \n"
;
@ -513,8 +516,8 @@ 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");
@ -672,12 +675,16 @@ void GLSLCombiner::UpdateDepthInfo() {
glUniform1iARB(depth_compare_location, gDP.otherMode.depthCompare);
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);
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_R16UI);
glBindImageTexture(depthImageUnit, texture, 0, GL_FALSE, 0, GL_READ_WRITE, GL_R32F);
}
void GLSL_ClearDepthBuffer() {
@ -685,14 +692,28 @@ void GLSL_ClearDepthBuffer() {
return;
const u32 numTexels = frameBuffer.top->depth_texture->width*frameBuffer.top->depth_texture->height;
u16 * pDepth = (u16*)malloc(numTexels * 2);
for (int i = 0; i < numTexels; i++)
pDepth[i] = 0xfffc;
GLint internalFormat = GL_R32F;
GLenum type = GL_FLOAT;
int dataSize = type == GL_FLOAT ? sizeof(float) : sizeof(unsigned short);
char * pData = (char*)malloc(numTexels * dataSize);;
if (type == GL_FLOAT) {
f32 * pDepth = (f32*)pData;
for (int i = 0; i < numTexels; i++)
pDepth[i] = 1.0f;
} else {
u16 * pDepth = (u16*)pData;
for (int i = 0; i < numTexels; i++)
pDepth[i] = 0xfffc;
}
glBindTexture(GL_TEXTURE_2D, frameBuffer.top->depth_texture->glName);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0,
frameBuffer.top->depth_texture->width, frameBuffer.top->depth_texture->height,
GL_RED, GL_UNSIGNED_SHORT, pDepth);
free(pDepth);
GL_RED, type, pData);
free(pData);
gSP.changed |= CHANGED_TEXTURE | CHANGED_VIEWPORT;
gDP.changed |= CHANGED_COMBINE;