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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-07 03:13:49 +00:00
GLideN64/DepthBuffer.cpp
Sergey Lipskiy 34d638a0a3 Don't copy depth buffer if it was not cleared.
Uncleared depth buffer most likely is used as auxilary color buffer.

Fix pause screen in Mickey USA when copy depth to RDRAM is enabled, issue #85.
2015-05-13 10:18:14 +06:00

324 lines
11 KiB
C++

#ifdef OS_MAC_OS_X
#include <malloc/malloc.h>
#else
#include <malloc.h>
#endif
#include <assert.h>
#include "OpenGL.h"
#include "Combiner.h"
#include "FrameBuffer.h"
#include "DepthBuffer.h"
#include "VI.h"
#include "Config.h"
#include "Debug.h"
const GLuint ZlutImageUnit = 0;
const GLuint TlutImageUnit = 1;
const GLuint depthImageUnit = 2;
DepthBuffer::DepthBuffer() : m_address(0), m_width(0), m_FBO(0), m_pDepthImageTexture(NULL), m_pDepthBufferTexture(NULL), m_cleared(false), m_pResolveDepthBufferTexture(NULL), m_resolved(false)
{
glGenFramebuffers(1, &m_FBO);
}
DepthBuffer::DepthBuffer(DepthBuffer && _other) :
m_address(_other.m_address), m_width(_other.m_width),
m_FBO(_other.m_FBO), m_pDepthImageTexture(_other.m_pDepthImageTexture), m_pDepthBufferTexture(_other.m_pDepthBufferTexture),
m_pResolveDepthBufferTexture(_other.m_pResolveDepthBufferTexture), m_resolved(_other.m_resolved)
{
_other.m_FBO = 0;
_other.m_pDepthImageTexture = NULL;
_other.m_pDepthBufferTexture = NULL;
_other.m_pResolveDepthBufferTexture = NULL;
_other.m_resolved = false;
}
DepthBuffer::~DepthBuffer()
{
if (m_FBO != 0)
glDeleteFramebuffers(1, &m_FBO);
if (m_pDepthImageTexture != NULL)
textureCache().removeFrameBufferTexture(m_pDepthImageTexture);
if (m_pDepthBufferTexture != NULL)
textureCache().removeFrameBufferTexture(m_pDepthBufferTexture);
if (m_pResolveDepthBufferTexture != NULL)
textureCache().removeFrameBufferTexture(m_pResolveDepthBufferTexture);
}
void DepthBuffer::initDepthImageTexture(FrameBuffer * _pBuffer)
{
#ifdef GL_IMAGE_TEXTURES_SUPPORT
if (!video().getRender().isImageTexturesSupported() || config.frameBufferEmulation.N64DepthCompare == 0 || m_pDepthImageTexture != NULL)
return;
m_pDepthImageTexture = textureCache().addFrameBufferTexture();
m_pDepthImageTexture->width = (u32)(_pBuffer->m_pTexture->width);
m_pDepthImageTexture->height = (u32)(_pBuffer->m_pTexture->height);
m_pDepthImageTexture->format = 0;
m_pDepthImageTexture->size = 2;
m_pDepthImageTexture->clampS = 1;
m_pDepthImageTexture->clampT = 1;
m_pDepthImageTexture->address = _pBuffer->m_startAddress;
m_pDepthImageTexture->clampWidth = _pBuffer->m_width;
m_pDepthImageTexture->clampHeight = _pBuffer->m_height;
m_pDepthImageTexture->frameBufferTexture = TRUE;
m_pDepthImageTexture->maskS = 0;
m_pDepthImageTexture->maskT = 0;
m_pDepthImageTexture->mirrorS = 0;
m_pDepthImageTexture->mirrorT = 0;
m_pDepthImageTexture->realWidth = m_pDepthImageTexture->width;
m_pDepthImageTexture->realHeight = m_pDepthImageTexture->height;
m_pDepthImageTexture->textureBytes = m_pDepthImageTexture->realWidth * m_pDepthImageTexture->realHeight * 2 * sizeof(float); // Width*Height*RG*sizeof(GL_RGBA32F)
textureCache().addFrameBufferTextureSize(m_pDepthImageTexture->textureBytes);
glBindTexture(GL_TEXTURE_2D, m_pDepthImageTexture->glName);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RG32F, m_pDepthImageTexture->realWidth, m_pDepthImageTexture->realHeight, 0, GL_RG, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_FBO);
glFramebufferTexture2D(GL_DRAW_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, m_pDepthImageTexture->glName, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
depthBufferList().clearBuffer();
#endif // GL_IMAGE_TEXTURES_SUPPORT
}
void DepthBuffer::_initDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture * _pTexture, bool _multisample)
{
if (_pBuffer != NULL) {
_pTexture->width = (u32)(_pBuffer->m_pTexture->width);
_pTexture->height = (u32)(_pBuffer->m_pTexture->height);
_pTexture->address = _pBuffer->m_startAddress;
_pTexture->clampWidth = _pBuffer->m_width;
_pTexture->clampHeight = _pBuffer->m_height;
}
else {
_pTexture->width = video().getWidth();
_pTexture->height = video().getHeight();
_pTexture->address = VI.lastOrigin;
_pTexture->clampWidth = VI.width;
_pTexture->clampHeight = VI.height;
}
_pTexture->format = 0;
_pTexture->size = 2;
_pTexture->clampS = 1;
_pTexture->clampT = 1;
_pTexture->frameBufferTexture = TRUE;
_pTexture->maskS = 0;
_pTexture->maskT = 0;
_pTexture->mirrorS = 0;
_pTexture->mirrorT = 0;
_pTexture->realWidth = _pTexture->width;
_pTexture->realHeight = _pTexture->height;
_pTexture->textureBytes = _pTexture->realWidth * _pTexture->realHeight * sizeof(float);
textureCache().addFrameBufferTextureSize(_pTexture->textureBytes);
#ifndef GLES2
const GLenum format = GL_DEPTH_COMPONENT;
#else
const GLenum format = GL_DEPTH_COMPONENT24_OES;
#endif
if (_multisample) {
glBindTexture(GL_TEXTURE_2D_MULTISAMPLE, _pTexture->glName);
if (_pBuffer != NULL)
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, GL_DEPTH_COMPONENT, _pBuffer->m_pTexture->realWidth, _pBuffer->m_pTexture->realHeight, false);
else
glTexImage2DMultisample(GL_TEXTURE_2D_MULTISAMPLE, config.video.multisampling, GL_DEPTH_COMPONENT, video().getWidth(), video().getHeight(), false);
}
else {
glBindTexture(GL_TEXTURE_2D, _pTexture->glName);
if (_pBuffer != NULL)
glTexImage2D(GL_TEXTURE_2D, 0, format, _pBuffer->m_pTexture->realWidth, _pBuffer->m_pTexture->realHeight, 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
else
glTexImage2D(GL_TEXTURE_2D, 0, format, video().getWidth(), video().getHeight(), 0, GL_DEPTH_COMPONENT, GL_FLOAT, NULL);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
}
glBindTexture(GL_TEXTURE_2D, 0);
}
void DepthBuffer::setDepthAttachment()
{
if (config.video.multisampling != 0)
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D_MULTISAMPLE, m_pDepthBufferTexture->glName, 0);
else
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_pDepthBufferTexture->glName, 0);
m_resolved = false;
}
void DepthBuffer::initDepthBufferTexture(FrameBuffer * _pBuffer)
{
if (m_pDepthBufferTexture == NULL) {
m_pDepthBufferTexture = textureCache().addFrameBufferTexture();
_initDepthBufferTexture(_pBuffer, m_pDepthBufferTexture, config.video.multisampling != 0);
}
if (config.video.multisampling != 0 && m_pResolveDepthBufferTexture == NULL) {
m_pResolveDepthBufferTexture = textureCache().addFrameBufferTexture();
_initDepthBufferTexture(_pBuffer, m_pResolveDepthBufferTexture, false);
}
}
CachedTexture * DepthBuffer::resolveDepthBufferTexture(FrameBuffer * _pBuffer)
{
if (config.video.multisampling == 0)
return m_pDepthBufferTexture;
if (m_resolved)
return m_pResolveDepthBufferTexture;
glDisable(GL_SCISSOR_TEST);
glBindFramebuffer(GL_READ_FRAMEBUFFER, _pBuffer->m_FBO);
glReadBuffer(GL_COLOR_ATTACHMENT0);
GLuint attachment = GL_COLOR_ATTACHMENT0;
glDrawBuffers(1, &attachment);
assert(checkFBO());
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _pBuffer->m_resolveFBO);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, m_pResolveDepthBufferTexture->glName, 0);
assert(checkFBO());
glBlitFramebuffer(
0, 0, m_pDepthBufferTexture->realWidth, m_pDepthBufferTexture->realHeight,
0, 0, m_pResolveDepthBufferTexture->realWidth, m_pResolveDepthBufferTexture->realHeight,
GL_DEPTH_BUFFER_BIT, GL_NEAREST
);
glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
glEnable(GL_SCISSOR_TEST);
m_resolved = true;
return m_pResolveDepthBufferTexture;
}
void DepthBuffer::activateDepthBufferTexture(FrameBuffer * _pBuffer)
{
textureCache().activateTexture(0, resolveDepthBufferTexture(_pBuffer));
}
void DepthBuffer::bindDepthImageTexture()
{
#ifdef GL_IMAGE_TEXTURES_SUPPORT
glBindImageTexture(depthImageUnit, m_pDepthImageTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
#endif
}
void DepthBufferList::init()
{
m_pCurrent = NULL;
m_pzLUT = new u16[0x40000];
for (int i = 0; i<0x40000; i++) {
u32 exponent = 0;
u32 testbit = 1 << 17;
while ((i & testbit) && (exponent < 7)) {
exponent++;
testbit = 1 << (17 - exponent);
}
const u32 mantissa = (i >> (6 - (6 < exponent ? 6 : exponent))) & 0x7ff;
m_pzLUT[i] = (u16)(((exponent << 11) | mantissa) << 2);
}
}
void DepthBufferList::destroy()
{
delete[] m_pzLUT;
m_pzLUT = NULL;
m_pCurrent = NULL;
m_list.clear();
}
void DepthBufferList::setNotCleared()
{
for (DepthBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter)
iter->m_cleared = false;
}
DepthBuffer * DepthBufferList::findBuffer(u32 _address)
{
for (DepthBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter)
if (iter->m_address == _address)
return &(*iter);
return NULL;
}
void DepthBufferList::removeBuffer(u32 _address )
{
for (DepthBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter)
if (iter->m_address == _address) {
m_list.erase(iter);
return;
}
}
void DepthBufferList::saveBuffer(u32 _address)
{
if (!config.frameBufferEmulation.enable)
return;
FrameBuffer * pFrameBuffer = frameBufferList().findBuffer(_address);
if (pFrameBuffer == NULL)
pFrameBuffer = frameBufferList().getCurrent();
if (m_pCurrent == NULL || m_pCurrent->m_address != _address)
m_pCurrent = findBuffer(_address);
if (m_pCurrent != NULL && pFrameBuffer != NULL && m_pCurrent->m_width != pFrameBuffer->m_width) {
removeBuffer(_address);
m_pCurrent = NULL;
}
if (m_pCurrent == NULL) {
m_list.emplace_front();
DepthBuffer & buffer = m_list.front();
buffer.m_address = _address;
buffer.m_width = pFrameBuffer != NULL ? pFrameBuffer->m_width : VI.width;
buffer.initDepthBufferTexture(pFrameBuffer);
m_pCurrent = &buffer;
}
frameBufferList().attachDepthBuffer();
#ifdef DEBUG
DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "DepthBuffer_SetBuffer( 0x%08X ); color buffer is 0x%08X\n",
address, ( pFrameBuffer != NULL && pFrameBuffer->m_FBO > 0) ? pFrameBuffer->m_startAddress : 0
);
#endif
}
void DepthBufferList::clearBuffer()
{
if (m_pCurrent == NULL)
return;
m_pCurrent->m_cleared = true;
#ifdef GL_IMAGE_TEXTURES_SUPPORT
if (m_pCurrent->m_FBO == 0 || !video().getRender().isImageTexturesSupported() || 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, GL_RG32F);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, m_pCurrent->m_FBO);
const u32 cycleType = gDP.otherMode.cycleType;
gDP.otherMode.cycleType = G_CYC_FILL;
video().getRender().drawRect(0,0,VI.width, VI.height, color);
gDP.otherMode.cycleType = cycleType;
glBindImageTexture(depthImageUnit, m_pCurrent->m_pDepthImageTexture->glName, 0, GL_FALSE, 0, GL_READ_WRITE, GL_RG32F);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, frameBufferList().getCurrent()->m_FBO);
#endif // GL_IMAGE_TEXTURES_SUPPORT
}
void DepthBuffer_Init()
{
depthBufferList().init();
}
void DepthBuffer_Destroy()
{
depthBufferList().destroy();
}