mirror of
https://github.com/blawar/GLideN64.git
synced 2024-06-25 22:09:35 +00:00
![Sergey Lipskiy](/assets/img/avatar_default.png)
Naboo does not use depth buffer clear with fillrect, thus it does not allocate frame buffer for depth buffer clear. GE multiplayer fix breaks depth compare in Naboo.
547 lines
18 KiB
C++
547 lines
18 KiB
C++
#if defined(OS_MAC_OS_X) || defined(OS_IOS)
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#include <malloc/malloc.h>
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#else
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#include <malloc.h>
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#endif
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#include <assert.h>
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#include "Combiner.h"
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#include "FrameBuffer.h"
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#include "DepthBuffer.h"
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#include "VI.h"
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#include "Config.h"
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#include "DebugDump.h"
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#include <Graphics/Context.h>
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#include <Graphics/Parameters.h>
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#include "DisplayWindow.h"
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using namespace graphics;
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DepthBuffer::DepthBuffer()
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: m_address(0)
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, m_width(0)
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, m_pDepthImageZTexture(nullptr)
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, m_pDepthImageDeltaZTexture(nullptr)
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, m_pDepthBufferTexture(nullptr)
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, m_depthRenderbufferWidth(0)
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, m_cleared(false)
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, m_pResolveDepthBufferTexture(nullptr)
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, m_resolved(false)
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, m_pDepthBufferCopyTexture(nullptr)
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, m_copied(false)
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{
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m_copyFBO = gfxContext.createFramebuffer();
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}
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DepthBuffer::~DepthBuffer()
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{
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gfxContext.deleteFramebuffer(m_depthRenderbuffer);
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gfxContext.deleteFramebuffer(m_copyFBO);
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gfxContext.deleteFramebuffer(m_ZTextureClearFBO);
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gfxContext.deleteFramebuffer(m_DeltaZTextureClearFBO);
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textureCache().removeFrameBufferTexture(m_pDepthImageZTexture);
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textureCache().removeFrameBufferTexture(m_pDepthImageDeltaZTexture);
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textureCache().removeFrameBufferTexture(m_pDepthBufferTexture);
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textureCache().removeFrameBufferTexture(m_pResolveDepthBufferTexture);
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textureCache().removeFrameBufferTexture(m_pDepthBufferCopyTexture);
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}
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void DepthBuffer::_initDepthImageTexture(FrameBuffer * _pBuffer, CachedTexture& _cachedTexture, graphics::ObjectHandle & _clearFBO)
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{
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const FramebufferTextureFormats & fbTexFormat = gfxContext.getFramebufferTextureFormats();
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_cachedTexture.width = (u32)(_pBuffer->m_pTexture->width);
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_cachedTexture.height = (u32)(_pBuffer->m_pTexture->height);
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_cachedTexture.format = 0;
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_cachedTexture.size = 2;
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_cachedTexture.clampS = 1;
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_cachedTexture.clampT = 1;
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_cachedTexture.address = _pBuffer->m_startAddress;
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_cachedTexture.clampWidth = _pBuffer->m_width;
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_cachedTexture.clampHeight = _pBuffer->m_height;
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_cachedTexture.frameBufferTexture = CachedTexture::fbOneSample;
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_cachedTexture.maskS = 0;
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_cachedTexture.maskT = 0;
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_cachedTexture.mirrorS = 0;
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_cachedTexture.mirrorT = 0;
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_cachedTexture.realWidth = _cachedTexture.width;
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_cachedTexture.realHeight = _cachedTexture.height;
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_cachedTexture.textureBytes = _cachedTexture.realWidth * _cachedTexture.realHeight * fbTexFormat.depthImageFormatBytes;
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{
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Context::InitTextureParams params;
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params.handle = _cachedTexture.name;
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params.width = _cachedTexture.realWidth;
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params.height = _cachedTexture.realHeight;
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params.internalFormat = fbTexFormat.depthImageInternalFormat;
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params.format = fbTexFormat.depthImageFormat;
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params.dataType = fbTexFormat.depthImageType;
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gfxContext.init2DTexture(params);
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}
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{
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Context::TexParameters params;
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params.handle = _cachedTexture.name;
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params.target = textureTarget::TEXTURE_2D;
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params.textureUnitIndex = textureIndices::Tex[0];
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params.minFilter = textureParameters::FILTER_NEAREST;
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params.magFilter = textureParameters::FILTER_NEAREST;
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gfxContext.setTextureParameters(params);
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}
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{
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Context::FrameBufferRenderTarget targetParams;
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targetParams.bufferHandle = _clearFBO;
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targetParams.bufferTarget = bufferTarget::DRAW_FRAMEBUFFER;
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targetParams.attachment = bufferAttachment::COLOR_ATTACHMENT0;
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targetParams.textureHandle = _cachedTexture.name;
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targetParams.textureTarget = textureTarget::TEXTURE_2D;
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gfxContext.addFrameBufferRenderTarget(targetParams);
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}
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}
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void DepthBuffer::initDepthImageTexture(FrameBuffer * _pBuffer)
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{
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if (config.frameBufferEmulation.N64DepthCompare == 0 || m_pDepthImageZTexture != nullptr)
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return;
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m_pDepthImageZTexture = textureCache().addFrameBufferTexture(false);
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m_ZTextureClearFBO = gfxContext.createFramebuffer();
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m_pDepthImageDeltaZTexture = textureCache().addFrameBufferTexture(false);
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m_DeltaZTextureClearFBO = gfxContext.createFramebuffer();
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_initDepthImageTexture(_pBuffer, *m_pDepthImageZTexture, m_ZTextureClearFBO);
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_initDepthImageTexture(_pBuffer, *m_pDepthImageDeltaZTexture, m_DeltaZTextureClearFBO);
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depthBufferList().clearBuffer();
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}
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void DepthBuffer::_initDepthBufferTexture(FrameBuffer * _pBuffer, CachedTexture * _pTexture, bool _multisample)
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{
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const FramebufferTextureFormats & fbTexFormat = gfxContext.getFramebufferTextureFormats();
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if (_pBuffer != nullptr) {
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_pTexture->width = (u32)(_pBuffer->m_pTexture->width);
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_pTexture->height = (u32)(_pBuffer->m_pTexture->height);
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_pTexture->address = _pBuffer->m_startAddress;
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_pTexture->clampWidth = _pBuffer->m_width;
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_pTexture->clampHeight = VI_GetMaxBufferHeight(_pBuffer->m_width);
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} else {
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const u16 maxHeight = VI_GetMaxBufferHeight(VI.width);
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if (config.frameBufferEmulation.nativeResFactor == 0) {
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_pTexture->width = dwnd().getWidth();
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_pTexture->height = (u16)(u32)(maxHeight * dwnd().getScaleX());
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} else {
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_pTexture->width = VI.width * config.frameBufferEmulation.nativeResFactor;
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_pTexture->height = maxHeight * config.frameBufferEmulation.nativeResFactor;
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}
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_pTexture->address = gDP.depthImageAddress;
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_pTexture->clampWidth = VI.width;
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_pTexture->clampHeight = maxHeight;
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}
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_pTexture->format = 0;
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_pTexture->size = 2;
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_pTexture->clampS = 1;
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_pTexture->clampT = 1;
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_pTexture->frameBufferTexture = CachedTexture::fbOneSample;
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_pTexture->maskS = 0;
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_pTexture->maskT = 0;
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_pTexture->mirrorS = 0;
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_pTexture->mirrorT = 0;
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_pTexture->realWidth = _pTexture->width;
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_pTexture->realHeight = _pTexture->height;
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_pTexture->textureBytes = _pTexture->realWidth * _pTexture->realHeight * fbTexFormat.depthFormatBytes;
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Context::InitTextureParams initParams;
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initParams.handle = _pTexture->name;
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initParams.msaaLevel = _multisample ? config.video.multisampling : 0U;
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initParams.width = _pTexture->realWidth;
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initParams.height = _pTexture->realHeight;
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initParams.internalFormat = fbTexFormat.depthInternalFormat;
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initParams.format = fbTexFormat.depthFormat;
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initParams.dataType = fbTexFormat.depthType;
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gfxContext.init2DTexture(initParams);
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if (!_multisample) {
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_pTexture->frameBufferTexture = CachedTexture::fbOneSample;
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Context::TexParameters texParams;
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texParams.handle = _pTexture->name;
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texParams.target = textureTarget::TEXTURE_2D;
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texParams.textureUnitIndex = textureIndices::Tex[0];
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texParams.minFilter = textureParameters::FILTER_NEAREST;
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texParams.magFilter = textureParameters::FILTER_NEAREST;
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gfxContext.setTextureParameters(texParams);
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} else {
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_pTexture->frameBufferTexture = CachedTexture::fbMultiSample;
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}
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}
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void DepthBuffer::_initDepthBufferRenderbuffer(FrameBuffer * _pBuffer)
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{
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if (m_depthRenderbuffer.isNotNull())
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return;
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u32 height;
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if (_pBuffer != NULL) {
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m_depthRenderbufferWidth = (u32)(_pBuffer->m_pTexture->width);
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height = (u32)(_pBuffer->m_pTexture->height);
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} else {
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if (config.frameBufferEmulation.nativeResFactor == 0) {
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m_depthRenderbufferWidth = dwnd().getWidth();
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height = (u32)(VI_GetMaxBufferHeight(VI.width) * dwnd().getScaleX());
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} else {
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m_depthRenderbufferWidth = VI.width * config.frameBufferEmulation.nativeResFactor;
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height = VI_GetMaxBufferHeight(VI.width) * config.frameBufferEmulation.nativeResFactor;
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}
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}
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m_depthRenderbuffer = gfxContext.createRenderbuffer();
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Context::InitRenderbufferParams params;
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params.handle = m_depthRenderbuffer;
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params.target = textureTarget::RENDERBUFFER;
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params.format = gfxContext.getFramebufferTextureFormats().depthInternalFormat;
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params.width = m_depthRenderbufferWidth;
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params.height = height;
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gfxContext.initRenderbuffer(params);
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}
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void DepthBuffer::setDepthAttachment(ObjectHandle _fbo, BufferTargetParam _target)
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{
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Context::FrameBufferRenderTarget params;
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params.attachment = bufferAttachment::DEPTH_ATTACHMENT;
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params.bufferHandle = _fbo;
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params.bufferTarget = _target;
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if (Context::DepthFramebufferTextures) {
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params.textureHandle = m_pDepthBufferTexture->name;
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params.textureTarget = config.video.multisampling != 0 ? textureTarget::TEXTURE_2D_MULTISAMPLE : textureTarget::TEXTURE_2D;
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} else {
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params.textureHandle = m_depthRenderbuffer;
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params.textureTarget = textureTarget::RENDERBUFFER;
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}
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gfxContext.addFrameBufferRenderTarget(params);
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m_copied = false;
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m_resolved = false;
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}
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void DepthBuffer::initDepthBufferTexture(FrameBuffer * _pBuffer)
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{
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if (Context::DepthFramebufferTextures) {
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if (m_pDepthBufferTexture == nullptr) {
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m_pDepthBufferTexture = textureCache().addFrameBufferTexture(config.video.multisampling != 0);
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_initDepthBufferTexture(_pBuffer, m_pDepthBufferTexture, config.video.multisampling != 0);
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}
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} else {
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_initDepthBufferRenderbuffer(_pBuffer);
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}
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if (config.video.multisampling != 0 && m_pResolveDepthBufferTexture == nullptr) {
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m_pResolveDepthBufferTexture = textureCache().addFrameBufferTexture(false);
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_initDepthBufferTexture(_pBuffer, m_pResolveDepthBufferTexture, false);
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}
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}
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CachedTexture * DepthBuffer::resolveDepthBufferTexture(FrameBuffer * _pBuffer)
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{
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if (config.video.multisampling == 0)
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return m_pDepthBufferTexture;
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if (m_resolved)
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return m_pResolveDepthBufferTexture;
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Context::FrameBufferRenderTarget targetParams;
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targetParams.attachment = bufferAttachment::DEPTH_ATTACHMENT;
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targetParams.bufferHandle = _pBuffer->m_resolveFBO;
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targetParams.bufferTarget = bufferTarget::DRAW_FRAMEBUFFER;
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targetParams.textureHandle = m_pResolveDepthBufferTexture->name;
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targetParams.textureTarget = textureTarget::TEXTURE_2D;
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gfxContext.addFrameBufferRenderTarget(targetParams);
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Context::BlitFramebuffersParams blitParams;
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blitParams.readBuffer = _pBuffer->m_FBO;
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blitParams.drawBuffer = _pBuffer->m_resolveFBO;
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blitParams.srcX0 = 0;
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blitParams.srcY0 = 0;
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blitParams.srcX1 = m_pDepthBufferTexture->realWidth;
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blitParams.srcY1 = m_pDepthBufferTexture->realHeight;
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blitParams.dstX0 = 0;
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blitParams.dstY0 = 0;
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blitParams.dstX1 = m_pResolveDepthBufferTexture->realWidth;
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blitParams.dstY1 = m_pResolveDepthBufferTexture->realHeight;
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blitParams.mask = blitMask::DEPTH_BUFFER;
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blitParams.filter = textureParameters::FILTER_NEAREST;
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gfxContext.blitFramebuffers(blitParams);
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gfxContext.bindFramebuffer(bufferTarget::READ_FRAMEBUFFER, ObjectHandle::defaultFramebuffer);
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gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
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m_resolved = true;
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return m_pResolveDepthBufferTexture;
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}
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CachedTexture * DepthBuffer::copyDepthBufferTexture(FrameBuffer * _pBuffer)
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{
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if (m_copied)
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return m_pDepthBufferCopyTexture;
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if (m_pDepthBufferCopyTexture == nullptr) {
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m_pDepthBufferCopyTexture = textureCache().addFrameBufferTexture(false);
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_initDepthBufferTexture(_pBuffer, m_pDepthBufferCopyTexture, false);
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}
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Context::FrameBufferRenderTarget targetParams;
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targetParams.bufferHandle = m_copyFBO;
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targetParams.bufferTarget = bufferTarget::DRAW_FRAMEBUFFER;
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targetParams.attachment = bufferAttachment::COLOR_ATTACHMENT0;
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targetParams.textureHandle = _pBuffer->m_pTexture->frameBufferTexture == CachedTexture::fbMultiSample ?
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_pBuffer->m_pResolveTexture->name :
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_pBuffer->m_pTexture->name;
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targetParams.textureTarget = textureTarget::TEXTURE_2D;
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gfxContext.addFrameBufferRenderTarget(targetParams);
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targetParams.attachment = bufferAttachment::DEPTH_ATTACHMENT;
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targetParams.textureHandle = m_pDepthBufferCopyTexture->name;
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gfxContext.addFrameBufferRenderTarget(targetParams);
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Context::BlitFramebuffersParams blitParams;
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blitParams.readBuffer = _pBuffer->m_FBO;
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blitParams.drawBuffer = m_copyFBO;
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blitParams.srcX0 = 0;
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blitParams.srcY0 = 0;
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blitParams.srcX1 = m_pDepthBufferTexture->realWidth;
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blitParams.srcY1 = m_pDepthBufferTexture->realHeight;
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blitParams.dstX0 = 0;
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blitParams.dstY0 = 0;
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blitParams.dstX1 = m_pDepthBufferTexture->realWidth;
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blitParams.dstY1 = m_pDepthBufferTexture->realHeight;
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blitParams.mask = blitMask::DEPTH_BUFFER;
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blitParams.filter = textureParameters::FILTER_NEAREST;
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gfxContext.blitFramebuffers(blitParams);
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gfxContext.bindFramebuffer(bufferTarget::READ_FRAMEBUFFER, ObjectHandle::defaultFramebuffer);
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gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, _pBuffer->m_FBO);
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m_copied = true;
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return m_pDepthBufferCopyTexture;
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}
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void DepthBuffer::activateDepthBufferTexture(FrameBuffer * _pBuffer)
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{
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textureCache().activateTexture(0, resolveDepthBufferTexture(_pBuffer));
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gfxContext.textureBarrier();
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}
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void DepthBuffer::bindDepthImageTexture(ObjectHandle _fbo)
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{
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if (Context::ImageTextures) {
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Context::BindImageTextureParameters bindParams;
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bindParams.imageUnit = textureImageUnits::DepthZ;
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bindParams.texture = m_pDepthImageZTexture->name;
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bindParams.accessMode = textureImageAccessMode::READ_WRITE;
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bindParams.textureFormat = gfxContext.getFramebufferTextureFormats().depthImageInternalFormat;
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gfxContext.bindImageTexture(bindParams);
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bindParams.imageUnit = textureImageUnits::DepthDeltaZ;
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bindParams.texture = m_pDepthImageDeltaZTexture->name;
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gfxContext.bindImageTexture(bindParams);
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} else if (Context::FramebufferFetch) {
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Context::FrameBufferRenderTarget targetParams;
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targetParams.bufferHandle = _fbo;
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targetParams.bufferTarget = bufferTarget::DRAW_FRAMEBUFFER;
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targetParams.attachment = bufferAttachment::COLOR_ATTACHMENT1;
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targetParams.textureHandle = m_pDepthImageZTexture->name;
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targetParams.textureTarget = textureTarget::TEXTURE_2D;
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gfxContext.addFrameBufferRenderTarget(targetParams);
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targetParams.attachment = bufferAttachment::COLOR_ATTACHMENT2;
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targetParams.textureHandle = m_pDepthImageDeltaZTexture->name;
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gfxContext.addFrameBufferRenderTarget(targetParams);
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gfxContext.setDrawBuffers(3);
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}
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}
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DepthBufferList::DepthBufferList() : m_pCurrent(nullptr), m_pzLUT(nullptr)
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{
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m_pzLUT = new u16[0x40000];
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for (int i = 0; i<0x40000; i++) {
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u32 exponent = 0;
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u32 testbit = 1 << 17;
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while ((i & testbit) && (exponent < 7)) {
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exponent++;
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testbit = 1 << (17 - exponent);
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}
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const u32 mantissa = (i >> (6 - (6 < exponent ? 6 : exponent))) & 0x7ff;
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m_pzLUT[i] = (u16)(((exponent << 11) | mantissa) << 2);
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}
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}
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DepthBufferList::~DepthBufferList()
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{
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delete[] m_pzLUT;
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m_pzLUT = nullptr;
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m_list.clear();
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}
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DepthBufferList & DepthBufferList::get()
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{
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static DepthBufferList depthBufferList;
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return depthBufferList;
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}
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void DepthBufferList::init()
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{
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m_pCurrent = nullptr;
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}
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void DepthBufferList::destroy()
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{
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m_pCurrent = nullptr;
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m_list.clear();
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}
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void DepthBufferList::setCleared(bool _cleared)
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{
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for (DepthBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter)
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iter->m_cleared = _cleared;
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}
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DepthBuffer * DepthBufferList::findBuffer(u32 _address)
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{
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for (DepthBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter)
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if (iter->m_address == _address)
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return &(*iter);
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return nullptr;
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}
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void DepthBufferList::removeBuffer(u32 _address )
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{
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for (DepthBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter)
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if (iter->m_address == _address) {
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frameBufferList().clearDepthBuffer(&(*iter));
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m_list.erase(iter);
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return;
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}
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}
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void DepthBufferList::_createScreenSizeBuffer(u32 _address)
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{
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FrameBuffer * pFrameBuffer = frameBufferList().findBuffer(VI.width*2);
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if (pFrameBuffer == nullptr)
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return;
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m_list.emplace_front();
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DepthBuffer & buffer = m_list.front();
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buffer.m_address = _address;
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buffer.m_width = pFrameBuffer->m_width;
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buffer.initDepthBufferTexture(pFrameBuffer);
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m_pCurrent = &buffer;
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frameBufferList().attachDepthBuffer();
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m_pCurrent = nullptr;
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}
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void DepthBufferList::saveBuffer(u32 _address)
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{
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if (config.frameBufferEmulation.enable == 0) {
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if (m_list.empty())
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_createScreenSizeBuffer(_address);
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return;
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}
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FrameBuffer * pFrameBuffer = frameBufferList().findBuffer(_address);
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if (pFrameBuffer != nullptr)
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pFrameBuffer->m_isDepthBuffer = true;
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DepthBuffer * pDepthBuffer = nullptr;
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if (pFrameBuffer != nullptr && pFrameBuffer->m_startAddress != _address)
|
|
pDepthBuffer = findBuffer(pFrameBuffer->m_startAddress);
|
|
else
|
|
pDepthBuffer = findBuffer(_address);
|
|
|
|
if (pDepthBuffer != nullptr && pFrameBuffer != nullptr && pDepthBuffer->m_width != pFrameBuffer->m_width) {
|
|
removeBuffer(_address);
|
|
pDepthBuffer = nullptr;
|
|
}
|
|
|
|
if (pDepthBuffer == nullptr) {
|
|
m_list.emplace_front();
|
|
DepthBuffer & buffer = m_list.front();
|
|
|
|
buffer.m_address = _address;
|
|
buffer.m_width = pFrameBuffer != nullptr ? pFrameBuffer->m_width : VI.width;
|
|
|
|
buffer.initDepthBufferTexture(pFrameBuffer);
|
|
|
|
pDepthBuffer = &buffer;
|
|
}
|
|
|
|
DepthBuffer * pCurrent = m_pCurrent;
|
|
m_pCurrent = pDepthBuffer;
|
|
frameBufferList().attachDepthBuffer();
|
|
if (pFrameBuffer == nullptr && (config.generalEmulation.hacks & hack_clearAloneDepthBuffer) != 0)
|
|
clearBuffer();
|
|
if (pDepthBuffer->m_address != gDP.depthImageAddress)
|
|
m_pCurrent = pCurrent;
|
|
}
|
|
|
|
void DepthBufferList::clearBuffer()
|
|
{
|
|
if (m_pCurrent != nullptr)
|
|
m_pCurrent->m_cleared = true;
|
|
|
|
if (config.frameBufferEmulation.enable == 0 || config.frameBufferEmulation.N64DepthCompare == 0) {
|
|
gfxContext.clearDepthBuffer();
|
|
return;
|
|
}
|
|
|
|
// Clear depth image texture
|
|
FrameBuffer * pColorBuffer = frameBufferList().getCurrent();
|
|
if (pColorBuffer == nullptr || pColorBuffer->m_pDepthBuffer == nullptr)
|
|
return;
|
|
DepthBuffer * pDepthBuffer = pColorBuffer->m_pDepthBuffer;
|
|
|
|
//if (pColorBuffer->m_pTexture->realWidth == pDepthBuffer->m_pDepthImageZTexture->realWidth)
|
|
{
|
|
gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, pDepthBuffer->m_ZTextureClearFBO);
|
|
gfxContext.clearColorBuffer(1.0f, 0.0f, 0.0f, 0.0f);
|
|
|
|
gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, pDepthBuffer->m_DeltaZTextureClearFBO);
|
|
gfxContext.clearColorBuffer(1.0f, 0.0f, 0.0f, 0.0f);
|
|
}
|
|
//else {
|
|
// gDP.rectColor.g = gDP.rectColor.b = gDP.rectColor.a = 0.0f;
|
|
// u32 cycleType = gDP.otherMode.cycleType;
|
|
// u32 fillcolor = gDP.fillColor.color;
|
|
// gDP.otherMode.cycleType = G_CYC_FILL;
|
|
// gDP.fillColor.color = 0;
|
|
// const int lrx = pColorBuffer->m_width;
|
|
// const int lry = VI_GetMaxBufferHeight(pColorBuffer->m_width);
|
|
// gDP.rectColor.r = 1.0f;
|
|
// gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, pDepthBuffer->m_ZTextureClearFBO);
|
|
// dwnd().getDrawer().drawRect(0, 0, lrx, lry);
|
|
// gDP.rectColor.r = 0.0f;
|
|
// gfxContext.bindFramebuffer(bufferTarget::DRAW_FRAMEBUFFER, pDepthBuffer->m_DeltaZTextureClearFBO);
|
|
// dwnd().getDrawer().drawRect(0, 0, lrx, lry);
|
|
// gDP.otherMode.cycleType = cycleType;
|
|
// gDP.fillColor.color = fillcolor;
|
|
//}
|
|
frameBufferList().setCurrentDrawBuffer();
|
|
}
|
|
|
|
void DepthBuffer_Init()
|
|
{
|
|
depthBufferList().init();
|
|
}
|
|
|
|
void DepthBuffer_Destroy()
|
|
{
|
|
depthBufferList().destroy();
|
|
}
|