mirror of
https://github.com/blawar/GLideN64.git
synced 2024-07-04 10:03:36 +00:00
Remove assync depth copy functionality.
It is important to copy current depth buffer to RDRAM. Otherwise coronas in PD does not work when in movement.
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commit
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@ -56,11 +56,8 @@ class DepthBufferToRDRAM
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{
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public:
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DepthBufferToRDRAM() :
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m_FBO(0), m_pTexture(NULL), m_curIndex(0), m_lastDList(0)
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{
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m_aPBO[0] = m_aPBO[1] = 0;
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m_aAddress[0] = m_aAddress[1] = 0;
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}
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m_FBO(0), m_PBO(0), m_pTexture(NULL), m_lastDList(0)
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{}
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void Init();
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void Destroy();
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@ -69,11 +66,9 @@ public:
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private:
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GLuint m_FBO;
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GLuint m_PBO;
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CachedTexture * m_pTexture;
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u32 m_aAddress[2];
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u32 m_curIndex;
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u32 m_lastDList;
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GLuint m_aPBO[2];
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};
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#endif // GLES2
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@ -702,10 +697,8 @@ void DepthBufferToRDRAM::Init()
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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// Generate and initialize Pixel Buffer Objects
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glGenBuffers(2, m_aPBO);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[0]);
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glBufferData(GL_PIXEL_PACK_BUFFER, 640*480*2, NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[1]);
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glGenBuffers(1, &m_PBO);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_PBO);
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glBufferData(GL_PIXEL_PACK_BUFFER, 640*480*2, NULL, GL_DYNAMIC_DRAW);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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}
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@ -718,25 +711,23 @@ void DepthBufferToRDRAM::Destroy() {
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textureCache().removeFrameBufferTexture(m_pTexture);
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m_pTexture = NULL;
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}
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glDeleteBuffers(2, m_aPBO);
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m_aPBO[0] = m_aPBO[1] = 0;
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m_curIndex = 0;
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m_aAddress[0] = m_aAddress[1] = 0;
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glDeleteBuffers(1, &m_PBO);
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m_PBO = 0;
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}
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bool DepthBufferToRDRAM::CopyToRDRAM( u32 address) {
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bool DepthBufferToRDRAM::CopyToRDRAM( u32 _address) {
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if (VI.width == 0) // H width is zero. Don't copy
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return false;
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if (m_lastDList == RSP.DList) // Already read;
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return false;
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FrameBuffer *pBuffer = frameBufferList().findBuffer(address);
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FrameBuffer *pBuffer = frameBufferList().findBuffer(_address);
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if (pBuffer == NULL || pBuffer->m_pDepthBuffer == NULL)
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return false;
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m_lastDList = RSP.DList;
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glDisable(GL_SCISSOR_TEST);
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DepthBuffer * pDepthBuffer = pBuffer->m_pDepthBuffer;
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address = pDepthBuffer->m_address;
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const u32 address = pDepthBuffer->m_address;
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glBindFramebuffer(GL_READ_FRAMEBUFFER, pDepthBuffer->m_FBO);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO);
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@ -749,15 +740,12 @@ bool DepthBufferToRDRAM::CopyToRDRAM( u32 address) {
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);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO);
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m_curIndex = (m_curIndex + 1) % 2;
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const u32 nextIndex = m_aAddress[m_curIndex] == 0 ? m_curIndex : (m_curIndex + 1) % 2;
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m_aAddress[m_curIndex] = address;
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[m_curIndex]);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_PBO);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, m_FBO);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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glReadPixels( 0, 0, VI.width, VI.height, GL_RED, GL_UNSIGNED_SHORT, 0 );
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[nextIndex]);
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glBindBuffer(GL_PIXEL_PACK_BUFFER, m_PBO);
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GLubyte* pixelData = (GLubyte*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
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if(pixelData == NULL) {
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glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
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@ -765,7 +753,7 @@ bool DepthBufferToRDRAM::CopyToRDRAM( u32 address) {
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}
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u16 * ptr_src = (u16*)pixelData;
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u16 *ptr_dst = (u16*)(RDRAM + m_aAddress[nextIndex]);
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u16 *ptr_dst = (u16*)(RDRAM + address);
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u16 col;
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for (u32 y = 0; y < VI.height; ++y) {
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