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	Merge pull request #835 from tfarley/hw-renderer-fixes
HW Renderer Screen Fixes
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						commit
						ca5d1545c3
					
				
					 5 changed files with 138 additions and 63 deletions
				
			
		|  | @ -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(); | ||||||
| } | } | ||||||
| 
 | 
 | ||||||
|  |  | ||||||
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