Merge pull request #835 from tfarley/hw-renderer-fixes
HW Renderer Screen Fixes
This commit is contained in:
		
						commit
						ca5d1545c3
					
				@ -12,7 +12,7 @@ namespace MathUtil
 | 
				
			|||||||
{
 | 
					{
 | 
				
			||||||
 | 
					
 | 
				
			||||||
inline bool IntervalsIntersect(unsigned start0, unsigned length0, unsigned start1, unsigned length1) {
 | 
					inline bool IntervalsIntersect(unsigned start0, unsigned length0, unsigned start1, unsigned length1) {
 | 
				
			||||||
    return (std::max(start0, start1) <= std::min(start0 + length0, start1 + length1));
 | 
					    return (std::max(start0, start1) < std::min(start0 + length0, start1 + length1));
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
template<typename T>
 | 
					template<typename T>
 | 
				
			||||||
 | 
				
			|||||||
@ -94,14 +94,27 @@ void RasterizerOpenGL::InitObjects() {
 | 
				
			|||||||
    // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
 | 
					    // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
 | 
				
			||||||
    fb_color_texture.texture.Create();
 | 
					    fb_color_texture.texture.Create();
 | 
				
			||||||
    ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
 | 
					    ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].enabled_2d = true;
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
 | 
				
			||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | 
				
			||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | 
				
			||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
 | 
				
			||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    fb_depth_texture.texture.Create();
 | 
					    fb_depth_texture.texture.Create();
 | 
				
			||||||
    ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
 | 
					    ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].enabled_2d = true;
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
 | 
				
			||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
 | 
				
			||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
 | 
				
			||||||
@ -110,14 +123,13 @@ void RasterizerOpenGL::InitObjects() {
 | 
				
			|||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
 | 
				
			||||||
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
 | 
					    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Configure OpenGL framebuffer
 | 
					    // Configure OpenGL framebuffer
 | 
				
			||||||
    framebuffer.Create();
 | 
					    framebuffer.Create();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    state.draw.framebuffer = framebuffer.handle;
 | 
					    state.draw.framebuffer = framebuffer.handle;
 | 
				
			||||||
 | 
					 | 
				
			||||||
    // Unbind texture to allow binding to framebuffer
 | 
					 | 
				
			||||||
    state.texture_units[0].enabled_2d = true;
 | 
					 | 
				
			||||||
    state.texture_units[0].texture_2d = 0;
 | 
					 | 
				
			||||||
    state.Apply();
 | 
					    state.Apply();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    glActiveTexture(GL_TEXTURE0);
 | 
					    glActiveTexture(GL_TEXTURE0);
 | 
				
			||||||
@ -205,7 +217,19 @@ void RasterizerOpenGL::DrawTriangles() {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    vertex_batch.clear();
 | 
					    vertex_batch.clear();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // TODO: Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
 | 
					    // Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
 | 
				
			||||||
 | 
					    const auto& regs = Pica::g_state.regs;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
 | 
				
			||||||
 | 
					    u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format)
 | 
				
			||||||
 | 
					                            * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
 | 
				
			||||||
 | 
					    u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format)
 | 
				
			||||||
 | 
					                            * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    res_cache.NotifyFlush(cur_fb_color_addr, cur_fb_color_size);
 | 
				
			||||||
 | 
					    res_cache.NotifyFlush(cur_fb_depth_addr, cur_fb_depth_size);
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void RasterizerOpenGL::CommitFramebuffer() {
 | 
					void RasterizerOpenGL::CommitFramebuffer() {
 | 
				
			||||||
@ -472,6 +496,9 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
 | 
				
			|||||||
    glActiveTexture(GL_TEXTURE0);
 | 
					    glActiveTexture(GL_TEXTURE0);
 | 
				
			||||||
    glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
 | 
					    glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
 | 
				
			||||||
                 texture.gl_format, texture.gl_type, nullptr);
 | 
					                 texture.gl_format, texture.gl_type, nullptr);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
 | 
					void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
 | 
				
			||||||
@ -491,7 +518,7 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
 | 
				
			|||||||
    case Pica::Regs::DepthFormat::D24:
 | 
					    case Pica::Regs::DepthFormat::D24:
 | 
				
			||||||
        internal_format = GL_DEPTH_COMPONENT24;
 | 
					        internal_format = GL_DEPTH_COMPONENT24;
 | 
				
			||||||
        texture.gl_format = GL_DEPTH_COMPONENT;
 | 
					        texture.gl_format = GL_DEPTH_COMPONENT;
 | 
				
			||||||
        texture.gl_type = GL_UNSIGNED_INT_24_8;
 | 
					        texture.gl_type = GL_UNSIGNED_INT;
 | 
				
			||||||
        break;
 | 
					        break;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    case Pica::Regs::DepthFormat::D24S8:
 | 
					    case Pica::Regs::DepthFormat::D24S8:
 | 
				
			||||||
@ -513,6 +540,9 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
 | 
				
			|||||||
    glActiveTexture(GL_TEXTURE0);
 | 
					    glActiveTexture(GL_TEXTURE0);
 | 
				
			||||||
    glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
 | 
					    glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
 | 
				
			||||||
                 texture.gl_format, texture.gl_type, nullptr);
 | 
					                 texture.gl_format, texture.gl_type, nullptr);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void RasterizerOpenGL::SyncFramebuffer() {
 | 
					void RasterizerOpenGL::SyncFramebuffer() {
 | 
				
			||||||
@ -652,6 +682,10 @@ void RasterizerOpenGL::SyncDepthTest() {
 | 
				
			|||||||
    const auto& regs = Pica::g_state.regs;
 | 
					    const auto& regs = Pica::g_state.regs;
 | 
				
			||||||
    state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1);
 | 
					    state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1);
 | 
				
			||||||
    state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func);
 | 
					    state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func);
 | 
				
			||||||
 | 
					    state.color_mask.red_enabled = regs.output_merger.red_enable;
 | 
				
			||||||
 | 
					    state.color_mask.green_enabled = regs.output_merger.green_enable;
 | 
				
			||||||
 | 
					    state.color_mask.blue_enabled = regs.output_merger.blue_enable;
 | 
				
			||||||
 | 
					    state.color_mask.alpha_enabled = regs.output_merger.alpha_enable;
 | 
				
			||||||
    state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
 | 
					    state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -759,10 +793,10 @@ void RasterizerOpenGL::ReloadColorBuffer() {
 | 
				
			|||||||
        for (int x = 0; x < fb_color_texture.width; ++x) {
 | 
					        for (int x = 0; x < fb_color_texture.width; ++x) {
 | 
				
			||||||
            const u32 coarse_y = y & ~7;
 | 
					            const u32 coarse_y = y & ~7;
 | 
				
			||||||
            u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
 | 
					            u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
 | 
				
			||||||
            u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
 | 
					            u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            u8* pixel = color_buffer + dst_offset;
 | 
					            u8* pixel = color_buffer + dst_offset;
 | 
				
			||||||
            memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel);
 | 
					            memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -773,6 +807,9 @@ void RasterizerOpenGL::ReloadColorBuffer() {
 | 
				
			|||||||
    glActiveTexture(GL_TEXTURE0);
 | 
					    glActiveTexture(GL_TEXTURE0);
 | 
				
			||||||
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
 | 
					    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
 | 
				
			||||||
                    fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
 | 
					                    fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void RasterizerOpenGL::ReloadDepthBuffer() {
 | 
					void RasterizerOpenGL::ReloadDepthBuffer() {
 | 
				
			||||||
@ -790,29 +827,29 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
 | 
				
			|||||||
 | 
					
 | 
				
			||||||
    std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
 | 
					    std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    for (int y = 0; y < fb_depth_texture.height; ++y) {
 | 
					    u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get();
 | 
				
			||||||
        for (int x = 0; x < fb_depth_texture.width; ++x) {
 | 
					 | 
				
			||||||
            const u32 coarse_y = y & ~7;
 | 
					 | 
				
			||||||
            u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
 | 
					 | 
				
			||||||
            u32 gl_px_idx = x + y * fb_depth_texture.width;
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
            switch (fb_depth_texture.format) {
 | 
					    if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
 | 
				
			||||||
            case Pica::Regs::DepthFormat::D16:
 | 
					        for (int y = 0; y < fb_depth_texture.height; ++y) {
 | 
				
			||||||
                ((u16*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset);
 | 
					            for (int x = 0; x < fb_depth_texture.width; ++x) {
 | 
				
			||||||
                break;
 | 
					                const u32 coarse_y = y & ~7;
 | 
				
			||||||
            case Pica::Regs::DepthFormat::D24:
 | 
					                u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
 | 
				
			||||||
                ((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset);
 | 
					                u32 gl_pixel_index = (x + y * fb_depth_texture.width);
 | 
				
			||||||
                break;
 | 
					
 | 
				
			||||||
            case Pica::Regs::DepthFormat::D24S8:
 | 
					                u8* pixel = depth_buffer + dst_offset;
 | 
				
			||||||
            {
 | 
					                u32 depth_stencil = *(u32*)pixel;
 | 
				
			||||||
                Math::Vec2<u32> depth_stencil = Color::DecodeD24S8(depth_buffer + dst_offset);
 | 
					                ((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
 | 
				
			||||||
                ((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = (depth_stencil.x << 8) | depth_stencil.y;
 | 
					 | 
				
			||||||
                break;
 | 
					 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
            default:
 | 
					        }
 | 
				
			||||||
                LOG_CRITICAL(Render_OpenGL, "Unknown memory framebuffer depth format %x", fb_depth_texture.format);
 | 
					    } else {
 | 
				
			||||||
                UNIMPLEMENTED();
 | 
					        for (int y = 0; y < fb_depth_texture.height; ++y) {
 | 
				
			||||||
                break;
 | 
					            for (int x = 0; x < fb_depth_texture.width; ++x) {
 | 
				
			||||||
 | 
					                const u32 coarse_y = y & ~7;
 | 
				
			||||||
 | 
					                u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
 | 
				
			||||||
 | 
					                u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                u8* pixel = depth_buffer + dst_offset;
 | 
				
			||||||
 | 
					                memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
@ -824,6 +861,9 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
 | 
				
			|||||||
    glActiveTexture(GL_TEXTURE0);
 | 
					    glActiveTexture(GL_TEXTURE0);
 | 
				
			||||||
    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
 | 
					    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
 | 
				
			||||||
                    fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
 | 
					                    fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
void RasterizerOpenGL::CommitColorBuffer() {
 | 
					void RasterizerOpenGL::CommitColorBuffer() {
 | 
				
			||||||
@ -842,15 +882,18 @@ void RasterizerOpenGL::CommitColorBuffer() {
 | 
				
			|||||||
            glActiveTexture(GL_TEXTURE0);
 | 
					            glActiveTexture(GL_TEXTURE0);
 | 
				
			||||||
            glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
 | 
					            glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					            state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
 | 
					            state.Apply();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
 | 
					            // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
 | 
				
			||||||
            for (int y = 0; y < fb_color_texture.height; ++y) {
 | 
					            for (int y = 0; y < fb_color_texture.height; ++y) {
 | 
				
			||||||
                for (int x = 0; x < fb_color_texture.width; ++x) {
 | 
					                for (int x = 0; x < fb_color_texture.width; ++x) {
 | 
				
			||||||
                    const u32 coarse_y = y & ~7;
 | 
					                    const u32 coarse_y = y & ~7;
 | 
				
			||||||
                    u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
 | 
					                    u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
 | 
				
			||||||
                    u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
 | 
					                    u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
                    u8* pixel = color_buffer + dst_offset;
 | 
					                    u8* pixel = color_buffer + dst_offset;
 | 
				
			||||||
                    memcpy(pixel, &temp_gl_color_buffer[gl_px_idx], bytes_per_pixel);
 | 
					                    memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
        }
 | 
					        }
 | 
				
			||||||
@ -877,29 +920,32 @@ void RasterizerOpenGL::CommitDepthBuffer() {
 | 
				
			|||||||
            glActiveTexture(GL_TEXTURE0);
 | 
					            glActiveTexture(GL_TEXTURE0);
 | 
				
			||||||
            glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
 | 
					            glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
 | 
				
			||||||
 | 
					
 | 
				
			||||||
            for (int y = 0; y < fb_depth_texture.height; ++y) {
 | 
					            state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
                for (int x = 0; x < fb_depth_texture.width; ++x) {
 | 
					            state.Apply();
 | 
				
			||||||
                    const u32 coarse_y = y & ~7;
 | 
					 | 
				
			||||||
                    u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
 | 
					 | 
				
			||||||
                    u32 gl_px_idx = x + y * fb_depth_texture.width;
 | 
					 | 
				
			||||||
 | 
					
 | 
				
			||||||
                    switch (fb_depth_texture.format) {
 | 
					            u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
 | 
				
			||||||
                    case Pica::Regs::DepthFormat::D16:
 | 
					
 | 
				
			||||||
                        Color::EncodeD16(((u16*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
 | 
					            if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
 | 
				
			||||||
                        break;
 | 
					                for (int y = 0; y < fb_depth_texture.height; ++y) {
 | 
				
			||||||
                    case Pica::Regs::DepthFormat::D24:
 | 
					                    for (int x = 0; x < fb_depth_texture.width; ++x) {
 | 
				
			||||||
                        Color::EncodeD24(((u32*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
 | 
					                        const u32 coarse_y = y & ~7;
 | 
				
			||||||
                        break;
 | 
					                        u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
 | 
				
			||||||
                    case Pica::Regs::DepthFormat::D24S8:
 | 
					                        u32 gl_pixel_index = (x + y * fb_depth_texture.width);
 | 
				
			||||||
                    {
 | 
					
 | 
				
			||||||
                        u32 depth_stencil = ((u32*)temp_gl_depth_buffer.get())[gl_px_idx];
 | 
					                        u8* pixel = depth_buffer + dst_offset;
 | 
				
			||||||
                        Color::EncodeD24S8((depth_stencil >> 8), depth_stencil & 0xFF, depth_buffer + dst_offset);
 | 
					                        u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
 | 
				
			||||||
                        break;
 | 
					                        *(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
 | 
				
			||||||
                    }
 | 
					                    }
 | 
				
			||||||
                    default:
 | 
					                }
 | 
				
			||||||
                        LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", fb_depth_texture.format);
 | 
					            } else {
 | 
				
			||||||
                        UNIMPLEMENTED();
 | 
					                for (int y = 0; y < fb_depth_texture.height; ++y) {
 | 
				
			||||||
                        break;
 | 
					                    for (int x = 0; x < fb_depth_texture.width; ++x) {
 | 
				
			||||||
 | 
					                        const u32 coarse_y = y & ~7;
 | 
				
			||||||
 | 
					                        u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
 | 
				
			||||||
 | 
					                        u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					                        u8* pixel = depth_buffer + dst_offset;
 | 
				
			||||||
 | 
					                        memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
 | 
				
			||||||
                    }
 | 
					                    }
 | 
				
			||||||
                }
 | 
					                }
 | 
				
			||||||
            }
 | 
					            }
 | 
				
			||||||
 | 
				
			|||||||
@ -16,6 +16,11 @@ OpenGLState::OpenGLState() {
 | 
				
			|||||||
    depth.test_func = GL_LESS;
 | 
					    depth.test_func = GL_LESS;
 | 
				
			||||||
    depth.write_mask = GL_TRUE;
 | 
					    depth.write_mask = GL_TRUE;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    color_mask.red_enabled = GL_TRUE;
 | 
				
			||||||
 | 
					    color_mask.green_enabled = GL_TRUE;
 | 
				
			||||||
 | 
					    color_mask.blue_enabled = GL_TRUE;
 | 
				
			||||||
 | 
					    color_mask.alpha_enabled = GL_TRUE;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    stencil.test_enabled = false;
 | 
					    stencil.test_enabled = false;
 | 
				
			||||||
    stencil.test_func = GL_ALWAYS;
 | 
					    stencil.test_func = GL_ALWAYS;
 | 
				
			||||||
    stencil.test_ref = 0;
 | 
					    stencil.test_ref = 0;
 | 
				
			||||||
@ -77,6 +82,15 @@ void OpenGLState::Apply() {
 | 
				
			|||||||
        glDepthMask(depth.write_mask);
 | 
					        glDepthMask(depth.write_mask);
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    // Color mask
 | 
				
			||||||
 | 
					    if (color_mask.red_enabled != cur_state.color_mask.red_enabled ||
 | 
				
			||||||
 | 
					            color_mask.green_enabled != cur_state.color_mask.green_enabled ||
 | 
				
			||||||
 | 
					            color_mask.blue_enabled != cur_state.color_mask.blue_enabled ||
 | 
				
			||||||
 | 
					            color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) {
 | 
				
			||||||
 | 
					        glColorMask(color_mask.red_enabled, color_mask.green_enabled,
 | 
				
			||||||
 | 
					                    color_mask.blue_enabled, color_mask.alpha_enabled);
 | 
				
			||||||
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    // Stencil test
 | 
					    // Stencil test
 | 
				
			||||||
    if (stencil.test_enabled != cur_state.stencil.test_enabled) {
 | 
					    if (stencil.test_enabled != cur_state.stencil.test_enabled) {
 | 
				
			||||||
        if (stencil.test_enabled) {
 | 
					        if (stencil.test_enabled) {
 | 
				
			||||||
@ -87,8 +101,8 @@ void OpenGLState::Apply() {
 | 
				
			|||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    if (stencil.test_func != cur_state.stencil.test_func ||
 | 
					    if (stencil.test_func != cur_state.stencil.test_func ||
 | 
				
			||||||
        stencil.test_ref != cur_state.stencil.test_ref ||
 | 
					            stencil.test_ref != cur_state.stencil.test_ref ||
 | 
				
			||||||
        stencil.test_mask != cur_state.stencil.test_mask) {
 | 
					            stencil.test_mask != cur_state.stencil.test_mask) {
 | 
				
			||||||
        glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
 | 
					        glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask);
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
@ -112,17 +126,19 @@ void OpenGLState::Apply() {
 | 
				
			|||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    if (blend.color.red != cur_state.blend.color.red ||
 | 
					    if (blend.color.red != cur_state.blend.color.red ||
 | 
				
			||||||
        blend.color.green != cur_state.blend.color.green ||
 | 
					            blend.color.green != cur_state.blend.color.green ||
 | 
				
			||||||
        blend.color.blue != cur_state.blend.color.blue ||
 | 
					            blend.color.blue != cur_state.blend.color.blue ||
 | 
				
			||||||
        blend.color.alpha != cur_state.blend.color.alpha) {
 | 
					            blend.color.alpha != cur_state.blend.color.alpha) {
 | 
				
			||||||
        glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha);
 | 
					        glBlendColor(blend.color.red, blend.color.green,
 | 
				
			||||||
 | 
					                     blend.color.blue, blend.color.alpha);
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
 | 
					    if (blend.src_rgb_func != cur_state.blend.src_rgb_func ||
 | 
				
			||||||
        blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
 | 
					            blend.dst_rgb_func != cur_state.blend.dst_rgb_func ||
 | 
				
			||||||
        blend.src_a_func != cur_state.blend.src_a_func ||
 | 
					            blend.src_a_func != cur_state.blend.src_a_func ||
 | 
				
			||||||
        blend.dst_a_func != cur_state.blend.dst_a_func) {
 | 
					            blend.dst_a_func != cur_state.blend.dst_a_func) {
 | 
				
			||||||
        glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func);
 | 
					        glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func,
 | 
				
			||||||
 | 
					                            blend.src_a_func, blend.dst_a_func);
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    if (logic_op != cur_state.logic_op) {
 | 
					    if (logic_op != cur_state.logic_op) {
 | 
				
			||||||
 | 
				
			|||||||
@ -19,6 +19,13 @@ public:
 | 
				
			|||||||
        GLboolean write_mask; // GL_DEPTH_WRITEMASK
 | 
					        GLboolean write_mask; // GL_DEPTH_WRITEMASK
 | 
				
			||||||
    } depth;
 | 
					    } depth;
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    struct {
 | 
				
			||||||
 | 
					        GLboolean red_enabled;
 | 
				
			||||||
 | 
					        GLboolean green_enabled;
 | 
				
			||||||
 | 
					        GLboolean blue_enabled;
 | 
				
			||||||
 | 
					        GLboolean alpha_enabled;
 | 
				
			||||||
 | 
					    } color_mask; // GL_COLOR_WRITEMASK
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    struct {
 | 
					    struct {
 | 
				
			||||||
        bool test_enabled; // GL_STENCIL_TEST
 | 
					        bool test_enabled; // GL_STENCIL_TEST
 | 
				
			||||||
        GLenum test_func; // GL_STENCIL_FUNC
 | 
					        GLenum test_func; // GL_STENCIL_FUNC
 | 
				
			||||||
 | 
				
			|||||||
@ -170,6 +170,9 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig&
 | 
				
			|||||||
                    texture.gl_format, texture.gl_type, framebuffer_data);
 | 
					                    texture.gl_format, texture.gl_type, framebuffer_data);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
 | 
					    glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
/**
 | 
					/**
 | 
				
			||||||
@ -239,6 +242,9 @@ void RendererOpenGL::InitOpenGLObjects() {
 | 
				
			|||||||
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | 
					        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
 | 
				
			||||||
    }
 | 
					    }
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
					    state.texture_units[0].texture_2d = 0;
 | 
				
			||||||
 | 
					    state.Apply();
 | 
				
			||||||
 | 
					
 | 
				
			||||||
    hw_rasterizer->InitObjects();
 | 
					    hw_rasterizer->InitObjects();
 | 
				
			||||||
}
 | 
					}
 | 
				
			||||||
 | 
					
 | 
				
			||||||
 | 
				
			|||||||
		Loading…
	
		Reference in New Issue
	
	Block a user