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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-02 09:03:37 +00:00

Remove OpenGL from DepthBuffer.

This commit is contained in:
Sergey Lipskiy 2017-01-21 18:55:14 +07:00
parent 84b96aabd1
commit f64136ff3b
5 changed files with 162 additions and 120 deletions

View File

@ -22,14 +22,13 @@ const GLuint depthImageUnit = 2;
using namespace graphics;
DepthBuffer::DepthBuffer() : m_address(0), m_width(0), m_ulx(0), m_uly(0), m_lrx(0), m_lry(0),
m_depthImageFBO(0), m_pDepthImageTexture(nullptr), m_pDepthBufferTexture(nullptr),
m_depthRenderbuffer(0), m_depthRenderbufferWidth(0),
m_pDepthImageTexture(nullptr), m_pDepthBufferTexture(nullptr), m_depthRenderbufferWidth(0),
m_cleared(false), m_pResolveDepthBufferTexture(nullptr), m_resolved(false),
m_pDepthBufferCopyTexture(nullptr), m_copied(false)
{
m_copyFBO = GLuint(gfxContext.createFramebuffer());
m_copyFBO = gfxContext.createFramebuffer();
if (Context::imageTextures && config.frameBufferEmulation.N64DepthCompare != 0)
m_depthImageFBO = GLuint(gfxContext.createFramebuffer());
m_depthImageFBO = gfxContext.createFramebuffer();
}
DepthBuffer::DepthBuffer(DepthBuffer && _other) :
@ -40,10 +39,10 @@ DepthBuffer::DepthBuffer(DepthBuffer && _other) :
m_cleared(_other.m_cleared), m_pResolveDepthBufferTexture(_other.m_pResolveDepthBufferTexture), m_resolved(_other.m_resolved),
m_pDepthBufferCopyTexture(_other.m_pDepthBufferCopyTexture), m_copied(_other.m_copied)
{
_other.m_depthImageFBO = 0;
_other.m_depthImageFBO = ObjectHandle();
_other.m_pDepthImageTexture = nullptr;
_other.m_pDepthBufferTexture = nullptr;
_other.m_depthRenderbuffer = 0;
_other.m_depthRenderbuffer = ObjectHandle();
_other.m_pResolveDepthBufferTexture = nullptr;
_other.m_resolved = false;
_other.m_pDepthBufferCopyTexture = nullptr;
@ -52,9 +51,9 @@ DepthBuffer::DepthBuffer(DepthBuffer && _other) :
DepthBuffer::~DepthBuffer()
{
gfxContext.deleteFramebuffer(graphics::ObjectHandle(m_depthImageFBO));
gfxContext.deleteFramebuffer(graphics::ObjectHandle(m_depthRenderbuffer));
gfxContext.deleteFramebuffer(graphics::ObjectHandle(m_copyFBO));
gfxContext.deleteFramebuffer(m_depthImageFBO);
gfxContext.deleteFramebuffer(m_depthRenderbuffer);
gfxContext.deleteFramebuffer(m_copyFBO);
textureCache().removeFrameBufferTexture(m_pDepthImageTexture);
textureCache().removeFrameBufferTexture(m_pDepthBufferTexture);
@ -67,7 +66,7 @@ void DepthBuffer::initDepthImageTexture(FrameBuffer * _pBuffer)
if (!Context::imageTextures || config.frameBufferEmulation.N64DepthCompare == 0 || m_pDepthImageTexture != nullptr)
return;
const graphics::FramebufferTextureFormats & fbTexFormat = gfxContext.getFramebufferTextureFormats();
const FramebufferTextureFormats & fbTexFormat = gfxContext.getFramebufferTextureFormats();
m_pDepthImageTexture = textureCache().addFrameBufferTexture(false);
m_pDepthImageTexture->width = (u32)(_pBuffer->m_pTexture->width);
@ -90,8 +89,8 @@ void DepthBuffer::initDepthImageTexture(FrameBuffer * _pBuffer)
textureCache().addFrameBufferTextureSize(m_pDepthImageTexture->textureBytes);
{
graphics::Context::InitTextureParams params;
params.handle = graphics::ObjectHandle(m_pDepthImageTexture->glName);
Context::InitTextureParams params;
params.handle = ObjectHandle(m_pDepthImageTexture->glName);
params.width = m_pDepthImageTexture->realWidth;
params.height = m_pDepthImageTexture->realHeight;
params.internalFormat = fbTexFormat.depthImageInternalFormat;
@ -100,32 +99,32 @@ void DepthBuffer::initDepthImageTexture(FrameBuffer * _pBuffer)
gfxContext.init2DTexture(params);
}
{
graphics::Context::TexParameters params;
params.handle = graphics::ObjectHandle(m_pDepthImageTexture->glName);
params.target = graphics::target::TEXTURE_2D;
params.textureUnitIndex = graphics::textureIndices::Tex[0];
params.minFilter = graphics::textureParameters::FILTER_NEAREST;
params.magFilter = graphics::textureParameters::FILTER_NEAREST;
Context::TexParameters params;
params.handle = ObjectHandle(m_pDepthImageTexture->glName);
params.target = target::TEXTURE_2D;
params.textureUnitIndex = textureIndices::Tex[0];
params.minFilter = textureParameters::FILTER_NEAREST;
params.magFilter = textureParameters::FILTER_NEAREST;
gfxContext.setTextureParameters(params);
}
{
graphics::Context::FrameBufferRenderTarget bufTarget;
bufTarget.bufferHandle = graphics::ObjectHandle(m_depthImageFBO);
bufTarget.bufferTarget = graphics::bufferTarget::DRAW_FRAMEBUFFER;
bufTarget.attachment = graphics::bufferAttachment::COLOR_ATTACHMENT0;
bufTarget.textureTarget = graphics::target::TEXTURE_2D;
bufTarget.textureHandle = graphics::ObjectHandle(m_pDepthImageTexture->glName);
Context::FrameBufferRenderTarget bufTarget;
bufTarget.bufferHandle = m_depthImageFBO;
bufTarget.bufferTarget = bufferTarget::DRAW_FRAMEBUFFER;
bufTarget.attachment = bufferAttachment::COLOR_ATTACHMENT0;
bufTarget.textureTarget = target::TEXTURE_2D;
bufTarget.textureHandle = ObjectHandle(m_pDepthImageTexture->glName);
gfxContext.addFrameBufferRenderTarget(bufTarget);
}
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLuint(_pBuffer->m_FBO));
gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
depthBufferList().clearBuffer(0, 0, VI.width, VI.height);
}
void DepthBuffer::_initDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture * _pTexture, bool _multisample)
{
const graphics::FramebufferTextureFormats & fbTexFormat = gfxContext.getFramebufferTextureFormats();
const FramebufferTextureFormats & fbTexFormat = gfxContext.getFramebufferTextureFormats();
if (_pBuffer != nullptr) {
_pTexture->width = (u32)(_pBuffer->m_pTexture->width);
@ -160,8 +159,8 @@ void DepthBuffer::_initDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture
textureCache().addFrameBufferTextureSize(_pTexture->textureBytes);
{
graphics::Context::InitTextureParams params;
params.handle = graphics::ObjectHandle(_pTexture->glName);
Context::InitTextureParams params;
params.handle = ObjectHandle(_pTexture->glName);
params.msaaLevel = _multisample ? config.video.multisampling : 0U;
params.width = _pTexture->realWidth;
params.height = _pTexture->realHeight;
@ -172,12 +171,12 @@ void DepthBuffer::_initDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture
}
_pTexture->frameBufferTexture = _multisample ? CachedTexture::fbMultiSample : CachedTexture::fbOneSample;
{
graphics::Context::TexParameters params;
params.handle = graphics::ObjectHandle(_pTexture->glName);
params.target = _multisample ? graphics::target::TEXTURE_2D_MULTISAMPLE : graphics::target::TEXTURE_2D;
params.textureUnitIndex = graphics::textureIndices::Tex[0];
params.minFilter = graphics::textureParameters::FILTER_NEAREST;
params.magFilter = graphics::textureParameters::FILTER_NEAREST;
Context::TexParameters params;
params.handle = ObjectHandle(_pTexture->glName);
params.target = _multisample ? target::TEXTURE_2D_MULTISAMPLE : target::TEXTURE_2D;
params.textureUnitIndex = textureIndices::Tex[0];
params.minFilter = textureParameters::FILTER_NEAREST;
params.magFilter = textureParameters::FILTER_NEAREST;
gfxContext.setTextureParameters(params);
}
@ -185,7 +184,7 @@ void DepthBuffer::_initDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture
void DepthBuffer::_initDepthBufferRenderbuffer(FrameBuffer * _pBuffer)
{
if (m_depthRenderbuffer != 0)
if (m_depthRenderbuffer.isNotNull())
return;
u32 height;
if (_pBuffer != NULL) {
@ -201,30 +200,29 @@ void DepthBuffer::_initDepthBufferRenderbuffer(FrameBuffer * _pBuffer)
}
}
graphics::ObjectHandle renderbufHandle = gfxContext.createRenderbuffer();
m_depthRenderbuffer = GLuint(renderbufHandle);
graphics::Context::InitRenderbufferParams params;
params.handle = renderbufHandle;
params.target = graphics::target::RENDERBUFFER;
m_depthRenderbuffer = gfxContext.createRenderbuffer();
Context::InitRenderbufferParams params;
params.handle = m_depthRenderbuffer;
params.target = target::RENDERBUFFER;
params.format = gfxContext.getFramebufferTextureFormats().depthInternalFormat;
params.width = m_depthRenderbufferWidth;
params.height = height;
gfxContext.initRenderbuffer(params);
}
void DepthBuffer::setDepthAttachment(GLuint _fbo, GLenum _target)
void DepthBuffer::setDepthAttachment(ObjectHandle _fbo, Parameter _target)
{
graphics::Context::FrameBufferRenderTarget params;
params.attachment = graphics::bufferAttachment::DEPTH_ATTACHMENT;
params.bufferHandle = graphics::ObjectHandle(_fbo);
Context::FrameBufferRenderTarget params;
params.attachment = bufferAttachment::DEPTH_ATTACHMENT;
params.bufferHandle = _fbo;
params.bufferTarget = _target;
#ifndef USE_DEPTH_RENDERBUFFER
params.textureHandle = graphics::ObjectHandle(m_pDepthBufferTexture->glName);
params.textureTarget = config.video.multisampling != 0 ? graphics::target::TEXTURE_2D_MULTISAMPLE : graphics::target::TEXTURE_2D;
#else
params.textureHandle = graphics::ObjectHandle(m_depthRenderbuffer);
params.textureTarget = graphics::target::RENDERBUFFER;
#endif // USE_DEPTH_RENDERBUFFER
if (gfxContext.isSupported(SpecialFeatures::DepthFramebufferTextures)) {
params.textureHandle = ObjectHandle(m_pDepthBufferTexture->glName);
params.textureTarget = config.video.multisampling != 0 ? target::TEXTURE_2D_MULTISAMPLE : target::TEXTURE_2D;
} else {
params.textureHandle = m_depthRenderbuffer;
params.textureTarget = target::RENDERBUFFER;
}
gfxContext.addFrameBufferRenderTarget(params);
m_copied = false;
@ -233,55 +231,60 @@ void DepthBuffer::setDepthAttachment(GLuint _fbo, GLenum _target)
void DepthBuffer::initDepthBufferTexture(FrameBuffer * _pBuffer)
{
#ifndef USE_DEPTH_RENDERBUFFER
if (m_pDepthBufferTexture == nullptr) {
m_pDepthBufferTexture = textureCache().addFrameBufferTexture(config.video.multisampling != 0);
_initDepthBufferTexture(_pBuffer, m_pDepthBufferTexture, config.video.multisampling != 0);
if (gfxContext.isSupported(SpecialFeatures::DepthFramebufferTextures)) {
if (m_pDepthBufferTexture == nullptr) {
m_pDepthBufferTexture = textureCache().addFrameBufferTexture(config.video.multisampling != 0);
_initDepthBufferTexture(_pBuffer, m_pDepthBufferTexture, config.video.multisampling != 0);
}
} else {
_initDepthBufferRenderbuffer(_pBuffer);
}
#else
_initDepthBufferRenderbuffer(_pBuffer);
#endif
#ifdef GL_MULTISAMPLING_SUPPORT
if (config.video.multisampling != 0 && m_pResolveDepthBufferTexture == nullptr) {
m_pResolveDepthBufferTexture = textureCache().addFrameBufferTexture(false);
_initDepthBufferTexture(_pBuffer, m_pResolveDepthBufferTexture, false);
}
#endif
}
CachedTexture * DepthBuffer::resolveDepthBufferTexture(FrameBuffer * _pBuffer)
{
#ifdef GL_MULTISAMPLING_SUPPORT
if (config.video.multisampling == 0)
return m_pDepthBufferTexture;
if (m_resolved)
return m_pResolveDepthBufferTexture;
glBindFramebuffer(GL_READ_FRAMEBUFFER, GLuint(_pBuffer->m_FBO));
glReadBuffer(GL_COLOR_ATTACHMENT0);
GLuint attachment = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &attachment);
assert(checkFBO());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLuint(_pBuffer->m_resolveFBO));
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_pResolveDepthBufferTexture->glName, 0);
assert(checkFBO());
glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(
0, 0, m_pDepthBufferTexture->realWidth, m_pDepthBufferTexture->realHeight,
0, 0, m_pResolveDepthBufferTexture->realWidth, m_pResolveDepthBufferTexture->realHeight,
GL_DEPTH_BUFFER_BIT, GL_NEAREST
);
glEnable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLuint(_pBuffer->m_FBO));
Context::FrameBufferRenderTarget targetParams;
targetParams.attachment = bufferAttachment::DEPTH_ATTACHMENT;
targetParams.bufferHandle = _pBuffer->m_resolveFBO;
targetParams.bufferTarget = bufferTarget::DRAW_FRAMEBUFFER;
targetParams.textureHandle = ObjectHandle(m_pResolveDepthBufferTexture->glName);
targetParams.textureTarget = target::TEXTURE_2D;
gfxContext.addFrameBufferRenderTarget(targetParams);
Context::BlitFramebuffersParams blitParams;
blitParams.readBuffer = _pBuffer->m_FBO;
blitParams.drawBuffer = _pBuffer->m_resolveFBO;
blitParams.srcX0 = 0;
blitParams.srcY0 = 0;
blitParams.srcX1 = m_pDepthBufferTexture->realWidth;
blitParams.srcY1 = m_pDepthBufferTexture->realHeight;
blitParams.dstX0 = 0;
blitParams.dstY0 = 0;
blitParams.dstX1 = m_pResolveDepthBufferTexture->realWidth;
blitParams.dstY1 = m_pResolveDepthBufferTexture->realHeight;
blitParams.mask = blitMask::DEPTH_BUFFER;
blitParams.filter = textureParameters::FILTER_NEAREST;
gfxContext.blitFramebuffers(blitParams);
gfxContext.bindFramebuffer(bufferTarget::READ_FRAMEBUFFER, ObjectHandle());
gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
m_resolved = true;
return m_pResolveDepthBufferTexture;
#else
return m_pDepthBufferTexture;
#endif
}
#ifndef GLES2
CachedTexture * DepthBuffer::copyDepthBufferTexture(FrameBuffer * _pBuffer)
{
if (m_copied)
@ -292,30 +295,46 @@ CachedTexture * DepthBuffer::copyDepthBufferTexture(FrameBuffer * _pBuffer)
_initDepthBufferTexture(_pBuffer, m_pDepthBufferCopyTexture, false);
}
glBindFramebuffer(GL_READ_FRAMEBUFFER, GLuint(_pBuffer->m_FBO));
glReadBuffer(GL_COLOR_ATTACHMENT0);
assert(checkFBO());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_copyFBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D,
_pBuffer->m_pTexture->frameBufferTexture == CachedTexture::fbMultiSample ? _pBuffer->m_pResolveTexture->glName : _pBuffer->m_pTexture->glName,
0);
Context::FrameBufferRenderTarget targetParams;
targetParams.bufferHandle = m_copyFBO;
targetParams.bufferTarget = bufferTarget::DRAW_FRAMEBUFFER;
targetParams.attachment = bufferAttachment::COLOR_ATTACHMENT0;
targetParams.textureHandle = _pBuffer->m_pTexture->frameBufferTexture == CachedTexture::fbMultiSample ?
ObjectHandle(_pBuffer->m_pResolveTexture->glName) :
ObjectHandle(_pBuffer->m_pTexture->glName);
targetParams.textureTarget = target::TEXTURE_2D;
gfxContext.addFrameBufferRenderTarget(targetParams);
targetParams.attachment = bufferAttachment::DEPTH_ATTACHMENT;
targetParams.textureHandle = ObjectHandle(m_pDepthBufferCopyTexture->glName);
gfxContext.addFrameBufferRenderTarget(targetParams);
Context::BlitFramebuffersParams blitParams;
blitParams.readBuffer = _pBuffer->m_FBO;
blitParams.drawBuffer = m_copyFBO;
blitParams.srcX0 = 0;
blitParams.srcY0 = 0;
blitParams.srcX1 = m_pDepthBufferTexture->realWidth;
blitParams.srcY1 = m_pDepthBufferTexture->realHeight;
blitParams.dstX0 = 0;
blitParams.dstY0 = 0;
blitParams.dstX1 = m_pDepthBufferTexture->realWidth;
blitParams.dstY1 = m_pDepthBufferTexture->realHeight;
blitParams.mask = blitMask::DEPTH_BUFFER;
blitParams.filter = textureParameters::FILTER_NEAREST;
gfxContext.blitFramebuffers(blitParams);
gfxContext.bindFramebuffer(bufferTarget::READ_FRAMEBUFFER, ObjectHandle());
gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_pDepthBufferCopyTexture->glName, 0);
assert(checkFBO());
glDisable(GL_SCISSOR_TEST);
glBlitFramebuffer(
0, 0, m_pDepthBufferTexture->realWidth, m_pDepthBufferTexture->realHeight,
0, 0, m_pDepthBufferTexture->realWidth, m_pDepthBufferTexture->realHeight,
GL_DEPTH_BUFFER_BIT, GL_NEAREST
);
glEnable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, GLuint(_pBuffer->m_FBO));
m_copied = true;
return m_pDepthBufferCopyTexture;
}
#endif
void DepthBuffer::activateDepthBufferTexture(FrameBuffer * _pBuffer)
{
@ -324,10 +343,16 @@ void DepthBuffer::activateDepthBufferTexture(FrameBuffer * _pBuffer)
void DepthBuffer::bindDepthImageTexture()
{
#ifdef GL_IMAGE_TEXTURES_SUPPORT
glBindImageTexture(depthImageUnit, m_pDepthImageTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE,
GLenum(gfxContext.getFramebufferTextureFormats().depthImageInternalFormat));
#endif
if (!Context::imageTextures)
return;
Context::BindImageTextureParameters bindParams;
bindParams.imageUnit = textureImageUnits::Depth;
bindParams.texture = ObjectHandle(m_pDepthImageTexture->glName);
bindParams.accessMode = textureImageAccessMode::READ_WRITE;
bindParams.textureFormat = gfxContext.getFramebufferTextureFormats().depthImageInternalFormat;
gfxContext.bindImageTexture(bindParams);
}
DepthBufferList::DepthBufferList() : m_pCurrent(nullptr), m_pzLUT(nullptr)
@ -443,7 +468,7 @@ void DepthBufferList::clearBuffer(u32 _ulx, u32 _uly, u32 _lrx, u32 _lry)
if (m_pCurrent == nullptr)
return;
const graphics::FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats();
const FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats();
m_pCurrent->m_cleared = true;
m_pCurrent->m_ulx = _ulx;
@ -451,17 +476,28 @@ void DepthBufferList::clearBuffer(u32 _ulx, u32 _uly, u32 _lrx, u32 _lry)
m_pCurrent->m_lrx = _lrx;
m_pCurrent->m_lry = _lry;
if (m_pCurrent->m_depthImageFBO == 0 || !Context::imageTextures || config.frameBufferEmulation.N64DepthCompare == 0)
if (!m_pCurrent->m_depthImageFBO.isNotNull() || !Context::imageTextures || config.frameBufferEmulation.N64DepthCompare == 0)
return;
float color[4] = {1.0f, 1.0f, 0.0f, 1.0f};
glBindImageTexture(depthImageUnit, 0, 0, GL_FALSE, 0, GL_READ_WRITE, GLenum(fbTexFormats.depthImageInternalFormat));
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_pCurrent->m_depthImageFBO);
Context::BindImageTextureParameters bindParams;
bindParams.imageUnit = textureImageUnits::Depth;
bindParams.texture = ObjectHandle();
bindParams.accessMode = textureImageAccessMode::READ_WRITE;
bindParams.textureFormat = gfxContext.getFramebufferTextureFormats().depthImageInternalFormat;
gfxContext.bindImageTexture(bindParams);
gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, m_pCurrent->m_depthImageFBO);
const u32 cycleType = gDP.otherMode.cycleType;
gDP.otherMode.cycleType = G_CYC_FILL;
float color[4] = { 1.0f, 1.0f, 0.0f, 1.0f };
dwnd().getDrawer().drawRect(_ulx, _uly, _lrx, _lry, color);
gDP.otherMode.cycleType = cycleType;
glBindImageTexture(depthImageUnit, m_pCurrent->m_pDepthImageTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GLenum(fbTexFormats.depthImageInternalFormat));
bindParams.texture = ObjectHandle(m_pCurrent->m_pDepthImageTexture->glName);
gfxContext.bindImageTexture(bindParams);
frameBufferList().setCurrentDrawBuffer();
}

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@ -3,8 +3,11 @@
#include "Types.h"
#include "Textures.h"
#include "Graphics/ObjectHandle.h"
#include "Graphics/Parameter.h"
struct FrameBuffer;
struct DepthBuffer
{
DepthBuffer();
@ -15,24 +18,24 @@ struct DepthBuffer
CachedTexture * resolveDepthBufferTexture(FrameBuffer * _pBuffer);
CachedTexture * copyDepthBufferTexture(FrameBuffer * _pBuffer);
void setDepthAttachment(GLuint _fbo, GLenum _target);
void setDepthAttachment(graphics::ObjectHandle _fbo, graphics::Parameter _target);
void activateDepthBufferTexture(FrameBuffer * _pBuffer);
void bindDepthImageTexture();
u32 m_address, m_width;
u32 m_ulx, m_uly, m_lrx, m_lry; // Parameters of fillrect command.
GLuint m_depthImageFBO;
graphics::ObjectHandle m_depthImageFBO;
CachedTexture *m_pDepthImageTexture;
CachedTexture *m_pDepthBufferTexture;
GLuint m_depthRenderbuffer;
graphics::ObjectHandle m_depthRenderbuffer;
u32 m_depthRenderbufferWidth;
bool m_cleared;
// multisampling
CachedTexture *m_pResolveDepthBufferTexture;
bool m_resolved;
// render to depth buffer
GLuint m_copyFBO;
graphics::ObjectHandle m_copyFBO;
CachedTexture *m_pDepthBufferCopyTexture;
bool m_copied;
@ -75,10 +78,6 @@ DepthBufferList & depthBufferList()
return DepthBufferList::get();
}
extern const GLuint ZlutImageUnit;
extern const GLuint TlutImageUnit;
extern const GLuint depthImageUnit;
void DepthBuffer_Init();
void DepthBuffer_Destroy();

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@ -784,7 +784,7 @@ void FrameBufferList::attachDepthBuffer()
if (goodDepthBufferTexture) {
#endif // USE_DEPTH_RENDERBUFFER
m_pCurrent->m_pDepthBuffer = pDepthBuffer;
pDepthBuffer->setDepthAttachment(GLuint(m_pCurrent->m_FBO), GL_DRAW_FRAMEBUFFER);
pDepthBuffer->setDepthAttachment(m_pCurrent->m_FBO, GL_DRAW_FRAMEBUFFER);
if (Context::imageTextures && config.frameBufferEmulation.N64DepthCompare != 0)
pDepthBuffer->bindDepthImageTexture();
} else

View File

@ -19,6 +19,7 @@ namespace graphics {
FragmentDepthWrite,
BlitFramebuffer,
WeakBlitFramebuffer,
DepthFramebufferTextures,
ImageTextures
};

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@ -344,6 +344,12 @@ bool ContextImpl::isSupported(graphics::SpecialFeatures _feature) const
return m_glInfo.msaa;
case graphics::SpecialFeatures::ImageTextures:
return m_glInfo.imageTextures;
case graphics::SpecialFeatures::DepthFramebufferTextures:
#ifndef USE_DEPTH_RENDERBUFFER
return true;
#else
return false;
#endif
}
return false;
}