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mirror of https://github.com/blawar/GLideN64.git synced 2024-07-02 09:03:37 +00:00
GLideN64/src/DepthBuffer.cpp
2017-02-12 16:10:58 +07:00

508 lines
17 KiB
C++

#ifdef OS_MAC_OS_X
#include <malloc/malloc.h>
#else
#include <malloc.h>
#endif
#include <assert.h>
#include "Combiner.h"
#include "FrameBuffer.h"
#include "DepthBuffer.h"
#include "VI.h"
#include "Config.h"
#include "Debug.h"
#include <Graphics/Context.h>
#include <Graphics/Parameters.h>
#include "DisplayWindow.h"
using namespace graphics;
DepthBuffer::DepthBuffer() : m_address(0), m_width(0), m_ulx(0), m_uly(0), m_lrx(0), m_lry(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 = gfxContext.createFramebuffer();
if (config.frameBufferEmulation.N64DepthCompare != 0)
m_depthImageFBO = gfxContext.createFramebuffer();
}
DepthBuffer::DepthBuffer(DepthBuffer && _other) :
m_address(_other.m_address), m_width(_other.m_width),
m_ulx(_other.m_ulx), m_uly(_other.m_uly), m_lrx(_other.m_lrx), m_lry(_other.m_lry),
m_depthImageFBO(_other.m_depthImageFBO), m_pDepthImageTexture(_other.m_pDepthImageTexture), m_pDepthBufferTexture(_other.m_pDepthBufferTexture),
m_depthRenderbuffer(_other.m_depthRenderbuffer), m_depthRenderbufferWidth(_other.m_depthRenderbufferWidth),
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 = ObjectHandle();
_other.m_pDepthImageTexture = nullptr;
_other.m_pDepthBufferTexture = nullptr;
_other.m_depthRenderbuffer = ObjectHandle();
_other.m_pResolveDepthBufferTexture = nullptr;
_other.m_resolved = false;
_other.m_pDepthBufferCopyTexture = nullptr;
_other.m_copied = false;
}
DepthBuffer::~DepthBuffer()
{
gfxContext.deleteFramebuffer(m_depthImageFBO);
gfxContext.deleteFramebuffer(m_depthRenderbuffer);
gfxContext.deleteFramebuffer(m_copyFBO);
textureCache().removeFrameBufferTexture(m_pDepthImageTexture);
textureCache().removeFrameBufferTexture(m_pDepthBufferTexture);
textureCache().removeFrameBufferTexture(m_pResolveDepthBufferTexture);
textureCache().removeFrameBufferTexture(m_pDepthBufferCopyTexture);
}
void DepthBuffer::initDepthImageTexture(FrameBuffer * _pBuffer)
{
if (config.frameBufferEmulation.N64DepthCompare == 0 || m_pDepthImageTexture != nullptr)
return;
const FramebufferTextureFormats & fbTexFormat = gfxContext.getFramebufferTextureFormats();
m_pDepthImageTexture = textureCache().addFrameBufferTexture(false);
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 = CachedTexture::fbOneSample;
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 * fbTexFormat.depthImageFormatBytes;
textureCache().addFrameBufferTextureSize(m_pDepthImageTexture->textureBytes);
{
Context::InitTextureParams params;
params.handle = m_pDepthImageTexture->name;
params.width = m_pDepthImageTexture->realWidth;
params.height = m_pDepthImageTexture->realHeight;
params.internalFormat = fbTexFormat.depthImageInternalFormat;
params.format = fbTexFormat.depthImageFormat;
params.dataType = fbTexFormat.depthImageType;
gfxContext.init2DTexture(params);
}
{
Context::TexParameters params;
params.handle =m_pDepthImageTexture->name;
params.target = textureTarget::TEXTURE_2D;
params.textureUnitIndex = textureIndices::Tex[0];
params.minFilter = textureParameters::FILTER_NEAREST;
params.magFilter = textureParameters::FILTER_NEAREST;
gfxContext.setTextureParameters(params);
}
{
Context::FrameBufferRenderTarget bufTarget;
bufTarget.bufferHandle = m_depthImageFBO;
bufTarget.bufferTarget = bufferTarget::DRAW_FRAMEBUFFER;
bufTarget.attachment = bufferAttachment::COLOR_ATTACHMENT0;
bufTarget.textureTarget = textureTarget::TEXTURE_2D;
bufTarget.textureHandle = m_pDepthImageTexture->name;
gfxContext.addFrameBufferRenderTarget(bufTarget);
}
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 FramebufferTextureFormats & fbTexFormat = gfxContext.getFramebufferTextureFormats();
if (_pBuffer != nullptr) {
_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 {
if (config.frameBufferEmulation.nativeResFactor == 0) {
_pTexture->width = dwnd().getWidth();
_pTexture->height = dwnd().getHeight();
} else {
_pTexture->width = VI.width * config.frameBufferEmulation.nativeResFactor;
_pTexture->height = VI.height * config.frameBufferEmulation.nativeResFactor;
}
_pTexture->address = gDP.depthImageAddress;
_pTexture->clampWidth = VI.width;
_pTexture->clampHeight = VI.height;
}
_pTexture->format = 0;
_pTexture->size = 2;
_pTexture->clampS = 1;
_pTexture->clampT = 1;
_pTexture->frameBufferTexture = CachedTexture::fbOneSample;
_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 * fbTexFormat.depthFormatBytes;
textureCache().addFrameBufferTextureSize(_pTexture->textureBytes);
Context::InitTextureParams initParams;
initParams.handle = _pTexture->name;
initParams.msaaLevel = _multisample ? config.video.multisampling : 0U;
initParams.width = _pTexture->realWidth;
initParams.height = _pTexture->realHeight;
initParams.internalFormat = fbTexFormat.depthInternalFormat;
initParams.format = fbTexFormat.depthFormat;
initParams.dataType = fbTexFormat.depthType;
gfxContext.init2DTexture(initParams);
if (!_multisample) {
_pTexture->frameBufferTexture = CachedTexture::fbOneSample;
Context::TexParameters texParams;
texParams.handle = _pTexture->name;
texParams.target = textureTarget::TEXTURE_2D;
texParams.textureUnitIndex = textureIndices::Tex[0];
texParams.minFilter = textureParameters::FILTER_NEAREST;
texParams.magFilter = textureParameters::FILTER_NEAREST;
gfxContext.setTextureParameters(texParams);
} else {
_pTexture->frameBufferTexture = CachedTexture::fbMultiSample;
}
}
void DepthBuffer::_initDepthBufferRenderbuffer(FrameBuffer * _pBuffer)
{
if (m_depthRenderbuffer.isNotNull())
return;
u32 height;
if (_pBuffer != NULL) {
m_depthRenderbufferWidth = (u32)(_pBuffer->m_pTexture->width);
height = (u32)(_pBuffer->m_pTexture->height);
} else {
if (config.frameBufferEmulation.nativeResFactor == 0) {
m_depthRenderbufferWidth = dwnd().getWidth();
height = dwnd().getHeight();
} else {
m_depthRenderbufferWidth = VI.width * config.frameBufferEmulation.nativeResFactor;
height = VI.height * config.frameBufferEmulation.nativeResFactor;
}
}
m_depthRenderbuffer = gfxContext.createRenderbuffer();
Context::InitRenderbufferParams params;
params.handle = m_depthRenderbuffer;
params.target = textureTarget::RENDERBUFFER;
params.format = gfxContext.getFramebufferTextureFormats().depthInternalFormat;
params.width = m_depthRenderbufferWidth;
params.height = height;
gfxContext.initRenderbuffer(params);
}
void DepthBuffer::setDepthAttachment(ObjectHandle _fbo, BufferTargetParam _target)
{
Context::FrameBufferRenderTarget params;
params.attachment = bufferAttachment::DEPTH_ATTACHMENT;
params.bufferHandle = _fbo;
params.bufferTarget = _target;
if (gfxContext.isSupported(SpecialFeatures::DepthFramebufferTextures)) {
params.textureHandle = m_pDepthBufferTexture->name;
params.textureTarget = config.video.multisampling != 0 ? textureTarget::TEXTURE_2D_MULTISAMPLE : textureTarget::TEXTURE_2D;
} else {
params.textureHandle = m_depthRenderbuffer;
params.textureTarget = textureTarget::RENDERBUFFER;
}
gfxContext.addFrameBufferRenderTarget(params);
m_copied = false;
m_resolved = false;
}
void DepthBuffer::initDepthBufferTexture(FrameBuffer * _pBuffer)
{
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);
}
if (config.video.multisampling != 0 && m_pResolveDepthBufferTexture == nullptr) {
m_pResolveDepthBufferTexture = textureCache().addFrameBufferTexture(false);
_initDepthBufferTexture(_pBuffer, m_pResolveDepthBufferTexture, false);
}
}
CachedTexture * DepthBuffer::resolveDepthBufferTexture(FrameBuffer * _pBuffer)
{
if (config.video.multisampling == 0)
return m_pDepthBufferTexture;
if (m_resolved)
return m_pResolveDepthBufferTexture;
Context::FrameBufferRenderTarget targetParams;
targetParams.attachment = bufferAttachment::DEPTH_ATTACHMENT;
targetParams.bufferHandle = _pBuffer->m_resolveFBO;
targetParams.bufferTarget = bufferTarget::DRAW_FRAMEBUFFER;
targetParams.textureHandle = m_pResolveDepthBufferTexture->name;
targetParams.textureTarget = textureTarget::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;
}
CachedTexture * DepthBuffer::copyDepthBufferTexture(FrameBuffer * _pBuffer)
{
if (m_copied)
return m_pDepthBufferCopyTexture;
if (m_pDepthBufferCopyTexture == nullptr) {
m_pDepthBufferCopyTexture = textureCache().addFrameBufferTexture(false);
_initDepthBufferTexture(_pBuffer, m_pDepthBufferCopyTexture, false);
}
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 ?
_pBuffer->m_pResolveTexture->name :
_pBuffer->m_pTexture->name;
targetParams.textureTarget = textureTarget::TEXTURE_2D;
gfxContext.addFrameBufferRenderTarget(targetParams);
targetParams.attachment = bufferAttachment::DEPTH_ATTACHMENT;
targetParams.textureHandle = m_pDepthBufferCopyTexture->name;
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);
m_copied = true;
return m_pDepthBufferCopyTexture;
}
void DepthBuffer::activateDepthBufferTexture(FrameBuffer * _pBuffer)
{
textureCache().activateTexture(0, resolveDepthBufferTexture(_pBuffer));
}
void DepthBuffer::bindDepthImageTexture()
{
if (!Context::imageTextures)
return;
Context::BindImageTextureParameters bindParams;
bindParams.imageUnit = textureImageUnits::Depth;
bindParams.texture = m_pDepthImageTexture->name;
bindParams.accessMode = textureImageAccessMode::READ_WRITE;
bindParams.textureFormat = gfxContext.getFramebufferTextureFormats().depthImageInternalFormat;
gfxContext.bindImageTexture(bindParams);
}
DepthBufferList::DepthBufferList() : m_pCurrent(nullptr), m_pzLUT(nullptr)
{
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);
}
}
DepthBufferList::~DepthBufferList()
{
delete[] m_pzLUT;
m_pzLUT = nullptr;
m_list.clear();
}
DepthBufferList & DepthBufferList::get()
{
static DepthBufferList depthBufferList;
return depthBufferList;
}
void DepthBufferList::init()
{
m_pCurrent = nullptr;
}
void DepthBufferList::destroy()
{
m_pCurrent = nullptr;
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 nullptr;
}
void DepthBufferList::removeBuffer(u32 _address )
{
for (DepthBuffers::iterator iter = m_list.begin(); iter != m_list.end(); ++iter)
if (iter->m_address == _address) {
frameBufferList().clearDepthBuffer(&(*iter));
m_list.erase(iter);
return;
}
}
void DepthBufferList::saveBuffer(u32 _address)
{
if (!config.frameBufferEmulation.enable)
return;
FrameBuffer * pFrameBuffer = frameBufferList().findBuffer(_address);
if (pFrameBuffer != nullptr)
pFrameBuffer->m_isDepthBuffer = true;
DepthBuffer * pDepthBuffer = findBuffer(_address);
if (pDepthBuffer != nullptr && pFrameBuffer != nullptr && pDepthBuffer->m_width != pFrameBuffer->m_width) {
removeBuffer(_address);
pDepthBuffer = nullptr;
}
if (pDepthBuffer == nullptr && VI.height != 0) {
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;
}
//Check for null since the depth buffer will not be initialized if VI.height == 0
if(pDepthBuffer != nullptr) {
DepthBuffer * pCurrent = m_pCurrent;
m_pCurrent = pDepthBuffer;
frameBufferList().attachDepthBuffer();
if (pDepthBuffer->m_address != gDP.depthImageAddress)
m_pCurrent = pCurrent;
}
#ifdef DEBUG
DebugMsg( DEBUG_HIGH | DEBUG_HANDLED, "DepthBuffer_SetBuffer( 0x%08X ); color buffer is 0x%08X\n",
address, ( pFrameBuffer != nullptr && pFrameBuffer->m_FBO > 0) ? pFrameBuffer->m_startAddress : 0
);
#endif
}
void DepthBufferList::clearBuffer(u32 _ulx, u32 _uly, u32 _lrx, u32 _lry)
{
if (m_pCurrent == nullptr)
return;
const FramebufferTextureFormats & fbTexFormats = gfxContext.getFramebufferTextureFormats();
m_pCurrent->m_cleared = true;
m_pCurrent->m_ulx = _ulx;
m_pCurrent->m_uly = _uly;
m_pCurrent->m_lrx = _lrx;
m_pCurrent->m_lry = _lry;
if (!m_pCurrent->m_depthImageFBO.isNotNull() || config.frameBufferEmulation.N64DepthCompare == 0)
return;
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;
bindParams.texture = m_pCurrent->m_pDepthImageTexture->name;
gfxContext.bindImageTexture(bindParams);
frameBufferList().setCurrentDrawBuffer();
}
void DepthBuffer_Init()
{
depthBufferList().init();
}
void DepthBuffer_Destroy()
{
depthBufferList().destroy();
}