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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.
This commit is contained in:
Sergey Lipskiy 2014-10-19 00:25:20 +07:00
parent a3d702a4dd
commit ea713f8e0c

View File

@ -56,11 +56,8 @@ class DepthBufferToRDRAM
{
public:
DepthBufferToRDRAM() :
m_FBO(0), m_pTexture(NULL), m_curIndex(0), m_lastDList(0)
{
m_aPBO[0] = m_aPBO[1] = 0;
m_aAddress[0] = m_aAddress[1] = 0;
}
m_FBO(0), m_PBO(0), m_pTexture(NULL), m_lastDList(0)
{}
void Init();
void Destroy();
@ -69,11 +66,9 @@ public:
private:
GLuint m_FBO;
GLuint m_PBO;
CachedTexture * m_pTexture;
u32 m_aAddress[2];
u32 m_curIndex;
u32 m_lastDList;
GLuint m_aPBO[2];
};
#endif // GLES2
@ -702,10 +697,8 @@ void DepthBufferToRDRAM::Init()
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// Generate and initialize Pixel Buffer Objects
glGenBuffers(2, m_aPBO);
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[0]);
glBufferData(GL_PIXEL_PACK_BUFFER, 640*480*2, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[1]);
glGenBuffers(1, &m_PBO);
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_PBO);
glBufferData(GL_PIXEL_PACK_BUFFER, 640*480*2, NULL, GL_DYNAMIC_DRAW);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
}
@ -718,25 +711,23 @@ void DepthBufferToRDRAM::Destroy() {
textureCache().removeFrameBufferTexture(m_pTexture);
m_pTexture = NULL;
}
glDeleteBuffers(2, m_aPBO);
m_aPBO[0] = m_aPBO[1] = 0;
m_curIndex = 0;
m_aAddress[0] = m_aAddress[1] = 0;
glDeleteBuffers(1, &m_PBO);
m_PBO = 0;
}
bool DepthBufferToRDRAM::CopyToRDRAM( u32 address) {
bool DepthBufferToRDRAM::CopyToRDRAM( u32 _address) {
if (VI.width == 0) // H width is zero. Don't copy
return false;
if (m_lastDList == RSP.DList) // Already read;
return false;
FrameBuffer *pBuffer = frameBufferList().findBuffer(address);
FrameBuffer *pBuffer = frameBufferList().findBuffer(_address);
if (pBuffer == NULL || pBuffer->m_pDepthBuffer == NULL)
return false;
m_lastDList = RSP.DList;
glDisable(GL_SCISSOR_TEST);
DepthBuffer * pDepthBuffer = pBuffer->m_pDepthBuffer;
address = pDepthBuffer->m_address;
const u32 address = pDepthBuffer->m_address;
glBindFramebuffer(GL_READ_FRAMEBUFFER, pDepthBuffer->m_FBO);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO);
@ -749,15 +740,12 @@ bool DepthBufferToRDRAM::CopyToRDRAM( u32 address) {
);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO);
m_curIndex = (m_curIndex + 1) % 2;
const u32 nextIndex = m_aAddress[m_curIndex] == 0 ? m_curIndex : (m_curIndex + 1) % 2;
m_aAddress[m_curIndex] = address;
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[m_curIndex]);
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_PBO);
glBindFramebuffer(GL_READ_FRAMEBUFFER, m_FBO);
glReadBuffer(GL_COLOR_ATTACHMENT0);
glReadPixels( 0, 0, VI.width, VI.height, GL_RED, GL_UNSIGNED_SHORT, 0 );
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_aPBO[nextIndex]);
glBindBuffer(GL_PIXEL_PACK_BUFFER, m_PBO);
GLubyte* pixelData = (GLubyte*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if(pixelData == NULL) {
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
@ -765,7 +753,7 @@ bool DepthBufferToRDRAM::CopyToRDRAM( u32 address) {
}
u16 * ptr_src = (u16*)pixelData;
u16 *ptr_dst = (u16*)(RDRAM + m_aAddress[nextIndex]);
u16 *ptr_dst = (u16*)(RDRAM + address);
u16 col;
for (u32 y = 0; y < VI.height; ++y) {