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https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
Temporal hackish solution for scoreboard problem in Mario Tennis:
copy aux frame buffer content to RDRAM and delete the buffer. Need to implement proper solution.
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parent
0c9c9d4e27
commit
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@ -16,7 +16,7 @@
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#include "Types.h"
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#include "Debug.h"
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bool g_bCopyToRDRAM = true;
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bool g_bCopyToRDRAM = false;
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FrameBufferInfo frameBuffer;
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static GLuint g_cur_frame_fbo = 0;
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@ -180,14 +180,18 @@ void FrameBuffer_Destroy()
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ogl_glDeleteFramebuffers(1, &g_cur_frame_fbo);
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}
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void FrameBuffer_CopyAuxBufferToRDRAM( u32 address );
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void FrameBuffer_SaveBuffer( u32 address, u16 format, u16 size, u16 width, u16 height )
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{
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frameBuffer.drawBuffer = GL_DRAW_FRAMEBUFFER;
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FrameBuffer *current = frameBuffer.top;
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if (current != NULL && gDP.colorImage.height > 1) {
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current->endAddress = current->startAddress + ((current->width * gDP.colorImage.height << current->size >> 1) - 1);
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if (!g_bCopyToRDRAM && !current->cleared)
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current->endAddress = current->startAddress + (((current->width * gDP.colorImage.height) << current->size >> 1) - 1);
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if (current->startAddress == 0x13ba50 || current->startAddress == 0x264430) { // HACK ALERT: Dirty hack for Mario Tennis score board
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FrameBuffer_CopyAuxBufferToRDRAM(current->startAddress);
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FrameBuffer_Remove( current );
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current = NULL;
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} else if (!g_bCopyToRDRAM && !current->cleared)
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gDPFillRDRAM(current->startAddress, 0, 0, current->width, gDP.colorImage.height, current->width, current->size, frameBuffer.top->fillcolor);
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}
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@ -489,6 +493,67 @@ void FrameBuffer_CopyToRDRAM( u32 address )
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}
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}
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static
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void FrameBuffer_CopyAuxBufferToRDRAM( u32 address )
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{
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FrameBuffer *current = frameBuffer.top;
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while (current != NULL)
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{
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if ((current->startAddress <= address) &&
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(current->endAddress >= address))
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{
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ogl_glBindFramebuffer(GL_READ_FRAMEBUFFER, current->fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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ogl_glBindFramebuffer(GL_DRAW_FRAMEBUFFER, g_cur_frame_fbo);
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GLuint attachment = GL_COLOR_ATTACHMENT0;
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glDrawBuffers(1, &attachment);
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const u32 width = current->width;
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const u32 height = (current->endAddress - current->startAddress + 1) / (current->width<<current->size>>1);
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ogl_glBlitFramebuffer(
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0, (current->height - height)*OGL.scaleY, width*OGL.scaleX, current->height*OGL.scaleY,
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0, 0, width, height,
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GL_COLOR_BUFFER_BIT, GL_LINEAR
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);
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char *pixelData = (char*)malloc(width * height * 4);
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if (*pixelData == NULL)
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return;
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ogl_glBindFramebuffer(GL_READ_FRAMEBUFFER, g_cur_frame_fbo);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glReadPixels( 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixelData );
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if (current->size == G_IM_SIZ_32b) {
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u32 *ptr_dst = (u32*)(RDRAM + address);
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u32 *ptr_src = (u32*)pixelData;
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for (u32 y = 0; y < height; ++y) {
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for (u32 x = 0; x < width; ++x) {
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const u32 c = ptr_src[x + (height - y - 1)*width];
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if (c&0xFF > 0)
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ptr_dst[x + y*width] = ptr_src[x + (height - y - 1)*width];
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}
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}
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} else {
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u16 *ptr_dst = (u16*)(RDRAM + address);
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u16 col;
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RGBA * ptr_src = (RGBA*)pixelData;
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for (u32 y = 0; y < height; ++y) {
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for (u32 x = 0; x < width; ++x) {
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const RGBA c = ptr_src[x + (height - y - 1)*width];
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if (c.a > 0)
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ptr_dst[(x + y*width)^1] = ((c.r>>3)<<11) | ((c.g>>3)<<6) | ((c.b>>3)<<1) | (c.a == 0 ? 0 : 1);
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}
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}
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}
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free( pixelData );
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return;
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}
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current = current->lower;
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}
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}
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void FrameBuffer_RestoreBuffer( u32 address, u16 size, u16 width )
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{
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FrameBuffer *current = frameBuffer.top;
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