Changing where depth is read. Trying to use the same depth buffer GL uses when copying depth to a texture. This eliminates some quirky code and gets depth copies working in AA, but may not work on older graphics cards.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@3234 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
parent
034e3c72a2
commit
14a67bc8bc
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@ -26,7 +26,7 @@
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// Mash together all the inputs that contribute to the code of a generated pixel shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0, u32 dstAlphaEnable)
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void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 dstAlphaEnable)
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{
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u32 projtexcoords = 0;
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for (u32 i = 0; i < (u32)bpmem.genMode.numtevstages + 1; i++) {
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@ -42,9 +42,7 @@ void GetPixelShaderId(PIXELSHADERUID &uid, u32 s_texturemask, u32 zbufrender, u3
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((u32)dstAlphaEnable << 11) |
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((u32)((bpmem.alphaFunc.hex >> 16) & 0xff) << 12) |
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(projtexcoords << 20) |
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((u32)bpmem.ztex2.op << 28) |
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(zbufrender << 30) |
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(zBufRenderToCol0 << 31);
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((u32)bpmem.ztex2.op << 28);
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uid.values[0] = (uid.values[0] & ~0x0ff00000) | (projtexcoords << 20);
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// swap table
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@ -134,7 +132,7 @@ static void WriteStage(char *&p, int n, u32 texture_mask);
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static void SampleTexture(char *&p, const char *destination, const char *texcoords, const char *texswap, int texmap, u32 texture_mask);
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static void WriteAlphaCompare(char *&p, int num, int comp);
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static bool WriteAlphaTest(char *&p, bool HLSL);
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static void WriteFog(char *&p, bool bOutputZ);
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static void WriteFog(char *&p);
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const float epsilon8bit = 1.0f / 255.0f;
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@ -369,7 +367,7 @@ static void BuildSwapModeTable()
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}
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}
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const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0, bool dstAlphaEnable, bool HLSL)
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const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL)
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{
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text[sizeof(text) - 1] = 0x7C; // canary
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DVSTARTPROFILE();
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@ -383,13 +381,6 @@ const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool
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WRITE(p, "//%i TEV stages, %i texgens, %i IND stages\n",
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numStages, numTexgen, bpmem.genMode.numindstages);
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bool bRenderZ = has_zbuffer_target && bpmem.zmode.updateenable;
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bool bOutputZ = bpmem.ztex2.op != ZTEXTURE_DISABLE;
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bool bInputZ = bpmem.ztex2.op==ZTEXTURE_ADD || bRenderZ || bpmem.fog.c_proj_fsel.fsel != 0;
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// bool bRenderZToCol0 = ; // output z and alpha to color0
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assert( !bRenderZToCol0 || bRenderZ );
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int nIndirectStagesUsed = 0;
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if (bpmem.genMode.numindstages > 0) {
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for (int i = 0; i < numStages; ++i) {
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@ -437,12 +428,8 @@ const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool
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WRITE(p, "void main(\n");
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WRITE(p, "out half4 ocol0 : COLOR0,\n");
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if (bRenderZ && !bRenderZToCol0 )
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WRITE(p, "out half4 ocol1 : COLOR1,\n");
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if (bOutputZ )
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WRITE(p, " out float depth : DEPTH,\n");
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WRITE(p, " out half4 ocol0 : COLOR0,\n");
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WRITE(p, " out float depth : DEPTH,\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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if (numTexgen < 7) {
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@ -504,20 +491,18 @@ const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool
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WRITE(p, "float4 clipPos = float4(uv0.w, uv1.w, uv2.w, uv3.w);\n");
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}
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if (bInputZ) {
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// the screen space depth value = far z + (clip z / clip w) * z range
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WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * "I_ZBIAS"[1].y;\n");
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}
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// the screen space depth value = far z + (clip z / clip w) * z range
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WRITE(p, "float zCoord = "I_ZBIAS"[1].x + (clipPos.z / clipPos.w) * "I_ZBIAS"[1].y;\n");
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if (bOutputZ) {
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// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
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if (bpmem.ztex2.op == ZTEXTURE_ADD) {
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WRITE(p, "depth = frac(dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w + zCoord);\n");
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}
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else {
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_assert_(bpmem.ztex2.op == ZTEXTURE_REPLACE);
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WRITE(p, "depth = frac(dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w);\n");
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}
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// use the texture input of the last texture stage (textemp), hopefully this has been read and is in correct format...
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if (bpmem.ztex2.op == ZTEXTURE_ADD) {
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WRITE(p, "depth = frac(dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w + zCoord);\n");
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}
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else if (bpmem.ztex2.op == ZTEXTURE_REPLACE) {
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WRITE(p, "depth = frac(dot("I_ZBIAS"[0].xyzw, textemp.xyzw) + "I_ZBIAS"[1].w);\n");
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}
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else {
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WRITE(p, "depth = zCoord;\n");
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}
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//if (bpmem.genMode.numindstages ) WRITE(p, "prev.rg = indtex0.xy;\nprev.b = 0;\n");
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@ -529,34 +514,14 @@ const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool
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WRITE(p, "ocol0 = 0;\n");
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}
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else {
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if (!bRenderZToCol0) {
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if (dstAlphaEnable) {
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WRITE(p, " ocol0 = float4(prev.rgb,"I_ALPHA"[0].w);\n");
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} else {
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WriteFog(p, bOutputZ);
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WRITE(p, " ocol0 = prev;\n");
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}
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} else {
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WRITE(p, " ocol0 = prev;\n");
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}
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}
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if (bRenderZ) {
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// write depth as color
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if (bRenderZToCol0) {
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if (bOutputZ )
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WRITE(p, "ocol0.xyz = frac(float3(256.0f*256.0f, 256.0f, 1.0f) * depth);\n");
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else
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WRITE(p, "ocol0.xyz = frac(float3(256.0f*256.0f, 256.0f, 1.0f) * zCoord);\n");
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WRITE(p, "ocol0.w = prev.w;\n");
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}
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else {
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if (bOutputZ)
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WRITE(p, "ocol1 = frac(float4(256.0f*256.0f, 256.0f, 1.0f, 0.0f) * depth);\n");
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else
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WRITE(p, "ocol1 = frac(float4(256.0f*256.0f, 256.0f, 1.0f, 0.0f) * zCoord);\n");
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if (dstAlphaEnable) {
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WRITE(p, " ocol0 = float4(prev.rgb,"I_ALPHA"[0].w);\n");
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} else {
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WriteFog(p);
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WRITE(p, " ocol0 = prev;\n");
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}
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}
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WRITE(p, "}\n");
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if (text[sizeof(text) - 1] != 0x7C)
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PanicAlert("PixelShader generator - buffer too small, canary has been eaten!");
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return true;
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}
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static void WriteFog(char *&p, bool bOutputZ)
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static void WriteFog(char *&p)
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{
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bool enabled = bpmem.fog.c_proj_fsel.fsel == 0 ? false : true;
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@ -896,11 +861,11 @@ static void WriteFog(char *&p, bool bOutputZ)
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if (bpmem.fog.c_proj_fsel.proj == 0) {
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// perspective
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// ze = A/(B - Zs)
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WRITE (p, " float ze = "I_FOG"[1].x / ("I_FOG"[1].y - %s);\n", bOutputZ ? "depth" : "zCoord");
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WRITE (p, " float ze = "I_FOG"[1].x / ("I_FOG"[1].y - depth);\n");
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} else {
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// orthographic
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// ze = a*Zs
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WRITE (p, " float ze = "I_FOG"[1].x * %s;\n", bOutputZ ? "depth" : "zCoord");
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WRITE (p, " float ze = "I_FOG"[1].x * depth;\n");
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}
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WRITE (p, " float fog = clamp(ze - "I_FOG"[1].z, 0.0f, 1.0f);\n");
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}
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};
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const char *GeneratePixelShader(u32 texture_mask, bool has_zbuffer_target, bool bRenderZToCol0, bool dstAlphaEnable, bool HLSL = false);
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void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 zbufrender, u32 zBufRenderToCol0, u32 dstAlphaEnable);
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const char *GeneratePixelShader(u32 texture_mask, bool dstAlphaEnable, bool HLSL = false);
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void GetPixelShaderId(PIXELSHADERUID &, u32 s_texturemask, u32 dstAlphaEnable);
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#endif
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@ -25,13 +25,12 @@
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// Mash together all the inputs that contribute to the code of a generated vertex shader into
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// a unique identifier, basically containing all the bits. Yup, it's a lot ....
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender)
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components)
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{
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vid.values[0] = components |
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(xfregs.numTexGens << 23) |
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(xfregs.nNumChans << 27) |
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((u32)xfregs.bEnableDualTexTransform << 29) |
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(zbufrender << 30);
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((u32)xfregs.bEnableDualTexTransform << 29);
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for (int i = 0; i < 2; ++i) {
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vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
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char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha);
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const char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
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const char *GenerateVertexShader(u32 components)
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{
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text[sizeof(text) - 1] = 0x7C; // canary
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DVSTARTPROFILE();
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}
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};
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const char *GenerateVertexShader(u32 components, bool has_zbuffer_target);
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender);
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const char *GenerateVertexShader(u32 components);
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void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components);
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#endif
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@ -67,7 +67,7 @@ void PixelShaderCache::SetShader()
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DVSTARTPROFILE();
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PIXELSHADERUID uid;
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GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), false, false, false);
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GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), false);
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PSCache::iterator iter;
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iter = PixelShaders.find(uid);
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}
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bool HLSL = false;
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, false, false, HLSL);
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const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(), false, HLSL);
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LPDIRECT3DPIXELSHADER9 shader = HLSL ? D3D::CompilePixelShader(code, (int)strlen(code), false) : CompileCgShader(code);
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if (shader)
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{
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@ -69,7 +69,7 @@ void VertexShaderCache::SetShader(u32 components)
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DVSTARTPROFILE();
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VERTEXSHADERUID uid;
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GetVertexShaderId(uid, components, false);
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GetVertexShaderId(uid, components);
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VSCache::iterator iter;
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iter = vshaders.find(uid);
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}
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bool HLSL = false;
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const char *code = GenerateVertexShader(components, false);
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const char *code = GenerateVertexShader(components);
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LPDIRECT3DVERTEXSHADER9 shader = HLSL ? D3D::CompileVertexShader(code, (int)strlen(code), false) : CompileCgShader(code);
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if (shader)
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{
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@ -88,9 +88,6 @@ void SetDepthMode(const Bypass &bp)
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glDisable(GL_DEPTH_TEST);
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glDepthMask(GL_FALSE);
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}
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if (!bpmem.zmode.updateenable)
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Renderer::SetRenderMode(Renderer::RM_Normal);
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}
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void SetBlendMode(const Bypass &bp)
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{
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@ -160,68 +157,38 @@ void RenderToXFB(const Bypass &bp, const TRectangle &multirc, const float &yScal
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}
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void ClearScreen(const Bypass &bp, const TRectangle &multirc)
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{
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// Clear color
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Renderer::SetRenderMode(Renderer::RM_Normal);
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// Clear Z-Buffer target
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bool bRestoreZBufferTarget = Renderer::UseFakeZTarget();
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// Update the view port for clearing the picture
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glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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// Update the view port for clearing the picture
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glViewport(0, 0, Renderer::GetTargetWidth(), Renderer::GetTargetHeight());
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// Always set the scissor in case it was set by the game and has not been reset
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glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
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(multirc.right - multirc.left), (multirc.bottom - multirc.top));
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// ---------------------------
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// Always set the scissor in case it was set by the game and has not been reset
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glScissor(multirc.left, (Renderer::GetTargetHeight() - multirc.bottom),
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(multirc.right - multirc.left), (multirc.bottom - multirc.top));
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// ---------------------------
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VertexShaderManager::SetViewportChanged();
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VertexShaderManager::SetViewportChanged();
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// Since clear operations use the source rectangle, we have to do
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// regular renders (glClear clears the entire buffer)
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if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable)
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{
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GLbitfield bits = 0;
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if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
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{
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u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
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((clearColor>>8 ) & 0xff)*(1/255.0f),
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((clearColor>>0 ) & 0xff)*(1/255.0f),
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((clearColor>>24) & 0xff)*(1/255.0f));
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bits |= GL_COLOR_BUFFER_BIT;
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}
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if (bpmem.zmode.updateenable)
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{
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glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
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bits |= GL_DEPTH_BUFFER_BIT;
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}
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if (bRestoreZBufferTarget)
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT); // don't clear ztarget here
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glClear(bits);
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}
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// Have to clear the target zbuffer
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if (bpmem.zmode.updateenable && bRestoreZBufferTarget)
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// Since clear operations use the source rectangle, we have to do
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// regular renders (glClear clears the entire buffer)
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if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate || bpmem.zmode.updateenable)
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{
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GLbitfield bits = 0;
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if (bpmem.blendmode.colorupdate || bpmem.blendmode.alphaupdate)
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{
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glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
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GL_REPORT_ERRORD();
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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// red should probably be the LSB
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glClearColor(((bpmem.clearZValue>>0)&0xff)*(1/255.0f),
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((bpmem.clearZValue>>8)&0xff)*(1/255.0f),
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((bpmem.clearZValue>>16)&0xff)*(1/255.0f), 0);
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glClear(GL_COLOR_BUFFER_BIT);
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Renderer::SetColorMask();
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GL_REPORT_ERRORD();
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u32 clearColor = (bpmem.clearcolorAR << 16) | bpmem.clearcolorGB;
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glClearColor(((clearColor>>16) & 0xff)*(1/255.0f),
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((clearColor>>8 ) & 0xff)*(1/255.0f),
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((clearColor>>0 ) & 0xff)*(1/255.0f),
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((clearColor>>24) & 0xff)*(1/255.0f));
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bits |= GL_COLOR_BUFFER_BIT;
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}
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if (bRestoreZBufferTarget)
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if (bpmem.zmode.updateenable)
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{
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// restore target
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GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
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glDrawBuffers(2, s_drawbuffers);
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glClearDepth((float)(bpmem.clearZValue & 0xFFFFFF) / float(0xFFFFFF));
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bits |= GL_DEPTH_BUFFER_BIT;
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}
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glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
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glClear(bits);
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}
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}
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void RestoreRenderState(const Bypass &bp)
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@ -256,4 +223,4 @@ void SetInterlacingMode(const Bypass &bp)
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{
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// TODO
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}
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};
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};
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@ -36,6 +36,7 @@
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static int s_nMaxPixelInstructions;
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static GLuint s_ColorMatrixProgram = 0;
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static GLuint s_DepthMatrixProgram = 0;
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PixelShaderCache::PSCache PixelShaderCache::pshaders;
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PIXELSHADERUID PixelShaderCache::s_curuid;
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bool PixelShaderCache::s_displayCompileAlert;
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@ -86,12 +87,42 @@ void PixelShaderCache::Init()
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glDeleteProgramsARB(1, &s_ColorMatrixProgram);
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s_ColorMatrixProgram = 0;
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}
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sprintf(pmatrixprog, "!!ARBfp1.0"
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"TEMP R0;\n"
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"TEMP R1;\n"
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"TEMP R2;\n"
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"PARAM K0 = { 65536.0, 256.0 };\n"
|
||||
"TEX R2, fragment.texcoord[0], texture[0], RECT;\n"
|
||||
"MUL R0.x, R2.x, K0.x;\n"
|
||||
"FRC R0.x, R0.x;\n"
|
||||
"MUL R0.y, R2.x, K0.y;\n"
|
||||
"FRC R0.y, R0.y;\n"
|
||||
"MOV R0.z, R2.x;\n"
|
||||
"DP4 R1.x, R0, program.env[%d];\n"
|
||||
"DP4 R1.y, R0, program.env[%d];\n"
|
||||
"DP4 R1.z, R0, program.env[%d];\n"
|
||||
"DP4 R1.w, R0, program.env[%d];\n"
|
||||
"ADD result.color, R1, program.env[%d];\n"
|
||||
"END\n", C_COLORMATRIX, C_COLORMATRIX+1, C_COLORMATRIX+2, C_COLORMATRIX+3, C_COLORMATRIX+4);
|
||||
glGenProgramsARB(1, &s_DepthMatrixProgram);
|
||||
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, s_DepthMatrixProgram);
|
||||
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(pmatrixprog), pmatrixprog);
|
||||
|
||||
err = GL_REPORT_ERROR();
|
||||
if (err != GL_NO_ERROR) {
|
||||
ERROR_LOG(VIDEO, "Failed to create depth matrix fragment program");
|
||||
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
|
||||
s_DepthMatrixProgram = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void PixelShaderCache::Shutdown()
|
||||
{
|
||||
glDeleteProgramsARB(1, &s_ColorMatrixProgram);
|
||||
s_ColorMatrixProgram = 0;
|
||||
glDeleteProgramsARB(1, &s_DepthMatrixProgram);
|
||||
s_DepthMatrixProgram = 0;
|
||||
PSCache::iterator iter = pshaders.begin();
|
||||
for (; iter != pshaders.end(); iter++)
|
||||
iter->second.Destroy();
|
||||
|
@ -103,15 +134,18 @@ GLuint PixelShaderCache::GetColorMatrixProgram()
|
|||
return s_ColorMatrixProgram;
|
||||
}
|
||||
|
||||
GLuint PixelShaderCache::GetDepthMatrixProgram()
|
||||
{
|
||||
return s_DepthMatrixProgram;
|
||||
}
|
||||
|
||||
|
||||
FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
|
||||
{
|
||||
DVSTARTPROFILE();
|
||||
PIXELSHADERUID uid;
|
||||
u32 zbufrender = (Renderer::UseFakeZTarget() && bpmem.zmode.updateenable) ? 1 : 0;
|
||||
u32 zBufRenderToCol0 = Renderer::GetRenderMode() != Renderer::RM_Normal;
|
||||
u32 dstAlpha = dstAlphaEnable ? 1 : 0;
|
||||
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), zbufrender, zBufRenderToCol0, dstAlpha);
|
||||
GetPixelShaderId(uid, PixelShaderManager::GetTextureMask(), dstAlpha);
|
||||
|
||||
PSCache::iterator iter = pshaders.find(uid);
|
||||
|
||||
|
@ -127,8 +161,6 @@ FRAGMENTSHADER* PixelShaderCache::GetShader(bool dstAlphaEnable)
|
|||
|
||||
PSCacheEntry& newentry = pshaders[uid];
|
||||
const char *code = GeneratePixelShader(PixelShaderManager::GetTextureMask(),
|
||||
Renderer::UseFakeZTarget(),
|
||||
Renderer::GetRenderMode() != Renderer::RM_Normal,
|
||||
dstAlphaEnable);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
|
|
|
@ -65,6 +65,8 @@ public:
|
|||
static bool CompilePixelShader(FRAGMENTSHADER& ps, const char* pstrprogram);
|
||||
|
||||
static GLuint GetColorMatrixProgram();
|
||||
|
||||
static GLuint GetDepthMatrixProgram();
|
||||
};
|
||||
|
||||
#endif // _PIXELSHADERCACHE_H_
|
||||
|
|
|
@ -81,27 +81,27 @@ static bool s_bAVIDumping = false;
|
|||
static FILE* f_pFrameDump;
|
||||
#endif
|
||||
|
||||
static int nZBufferRender = 0; // if > 0, then use zbuffer render, and count down.
|
||||
|
||||
// 1 for no MSAA. Use s_MSAASamples > 1 to check for MSAA.
|
||||
static int s_MSAASamples = 1;
|
||||
static int s_MSAACoverageSamples = 0;
|
||||
|
||||
// Normal Mode
|
||||
//
|
||||
// By default the depth target is used
|
||||
// if there is an error creating and attaching it a depth buffer will be used instead
|
||||
//
|
||||
// s_RenderTarget is a texture_rect
|
||||
// s_DepthTarget is a Z renderbuffer
|
||||
// s_FakeZTarget is a texture_rect
|
||||
// s_DepthTarget is a texture_rect
|
||||
// s_DepthBuffer is a Z renderbuffer
|
||||
|
||||
// MSAA mode
|
||||
// s_uFramebuffer is a FBO
|
||||
// s_RenderTarget is a MSAA renderbuffer
|
||||
// s_FakeZBufferTarget is a MSAA renderbuffer
|
||||
// s_DepthTarget is a real MSAA z/stencilbuffer
|
||||
// s_DepthTarget is a MSAA renderbuffer
|
||||
//
|
||||
// s_ResolvedFramebuffer is a FBO
|
||||
// s_ResolvedColorTarget is a texture
|
||||
// s_ResolvedFakeZTarget is a texture
|
||||
// s_ResolvedDepthTarget is a Z renderbuffer
|
||||
// s_ResolvedRenderTarget is a texture
|
||||
// s_ResolvedDepthTarget is a texture
|
||||
|
||||
// A framebuffer is a set of render targets: a color and a z buffer. They can be either RenderBuffers or Textures.
|
||||
static GLuint s_uFramebuffer = 0;
|
||||
|
@ -110,11 +110,10 @@ static GLuint s_uResolvedFramebuffer = 0;
|
|||
// The size of these should be a (not necessarily even) multiple of the EFB size, 640x528, but isn't.
|
||||
// These are all texture IDs. Bind them as rect arb textures.
|
||||
static GLuint s_RenderTarget = 0;
|
||||
static GLuint s_FakeZTarget = 0;
|
||||
static GLuint s_DepthTarget = 0;
|
||||
static GLuint s_DepthBuffer = 0;
|
||||
|
||||
static GLuint s_ResolvedRenderTarget = 0;
|
||||
static GLuint s_ResolvedFakeZTarget = 0;
|
||||
static GLuint s_ResolvedDepthTarget = 0;
|
||||
|
||||
static bool s_bATIDrawBuffers = false;
|
||||
|
@ -128,8 +127,6 @@ static volatile bool s_bScreenshot = false;
|
|||
static Common::CriticalSection s_criticalScreenshot;
|
||||
static std::string s_sScreenshotName;
|
||||
|
||||
static Renderer::RenderMode s_RenderMode = Renderer::RM_Normal;
|
||||
|
||||
int frameCount;
|
||||
static int s_fps = 0;
|
||||
|
||||
|
@ -328,42 +325,35 @@ bool Renderer::Init()
|
|||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
SetDefaultRectTexParams();
|
||||
|
||||
GLint nMaxMRT = 0;
|
||||
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS_EXT, &nMaxMRT);
|
||||
if (nMaxMRT > 1)
|
||||
{
|
||||
// There's MRT support. Create a color texture image to use as secondary render target.
|
||||
// We use MRT to render Z into this one, for various purposes (mostly copy Z to texture).
|
||||
glGenTextures(1, (GLuint *)&s_FakeZTarget);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
SetDefaultRectTexParams();
|
||||
}
|
||||
|
||||
// Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
|
||||
glGenRenderbuffersEXT(1, &s_DepthTarget);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
|
||||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
|
||||
// Create the depth target texture
|
||||
glGenTextures(1, &s_DepthTarget);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_DepthTarget);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT24, s_targetwidth, s_targetheight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
||||
SetDefaultRectTexParams();
|
||||
|
||||
// Our framebuffer object is still bound here. Attach the two render targets, color and Z/stencil, to the framebuffer object.
|
||||
// Our framebuffer object is still bound here. Attach the two render targets, color and depth, to the framebuffer object.
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_RenderTarget, 0);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, s_DepthTarget, 0);
|
||||
GL_REPORT_FBO_ERROR();
|
||||
|
||||
if (s_FakeZTarget != 0) {
|
||||
// We do a simple test to make sure that MRT works. I don't really know why - this is probably a workaround for
|
||||
// some terribly buggy ancient driver.
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
|
||||
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
||||
if (bFailed) {
|
||||
glDeleteTextures(1, (GLuint *)&s_FakeZTarget);
|
||||
s_FakeZTarget = 0;
|
||||
}
|
||||
}
|
||||
bool bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
|
||||
|
||||
if (s_FakeZTarget == 0)
|
||||
ERROR_LOG(VIDEO, "Disabling ztarget MRT feature (max MRT = %d)", nMaxMRT);
|
||||
// Check that the FBO is attached. If there is an error revert to a depth buffer.
|
||||
if (bFailed) {
|
||||
ERROR_LOG(VIDEO, "Disabling ztarget feature");
|
||||
|
||||
// detach and delete depth texture
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
||||
glDeleteTextures(1, (GLuint *)&s_DepthTarget);
|
||||
s_DepthTarget = 0;
|
||||
|
||||
// create and attach depth buffer
|
||||
glGenRenderbuffersEXT(1, (GLuint *)&s_DepthBuffer);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthBuffer);
|
||||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthBuffer);
|
||||
GL_REPORT_FBO_ERROR();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -376,25 +366,17 @@ bool Renderer::Init()
|
|||
} else {
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
|
||||
}
|
||||
glGenRenderbuffersEXT(1, &s_FakeZTarget);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_FakeZTarget);
|
||||
if (s_MSAACoverageSamples) {
|
||||
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
|
||||
} else {
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_RGBA, s_targetwidth, s_targetheight);
|
||||
}
|
||||
glGenRenderbuffersEXT(1, &s_DepthTarget);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_DepthTarget);
|
||||
if (s_MSAACoverageSamples) {
|
||||
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
|
||||
glRenderbufferStorageMultisampleCoverageNV(GL_RENDERBUFFER_EXT, s_MSAACoverageSamples, s_MSAASamples, GL_DEPTH_COMPONENT24, s_targetwidth, s_targetheight);
|
||||
} else {
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
|
||||
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER_EXT, s_MSAASamples, GL_DEPTH_COMPONENT24, s_targetwidth, s_targetheight);
|
||||
}
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
||||
|
||||
// Attach them to our multisampled FBO. The multisampled FBO is still bound here.
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, s_RenderTarget);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_RENDERBUFFER_EXT, s_FakeZTarget);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_DepthTarget);
|
||||
GL_REPORT_FBO_ERROR();
|
||||
|
||||
|
@ -411,25 +393,23 @@ bool Renderer::Init()
|
|||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
SetDefaultRectTexParams();
|
||||
// Generate the resolve targets.
|
||||
glGenTextures(1, (GLuint *)&s_ResolvedFakeZTarget);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, 4, s_targetwidth, s_targetheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
|
||||
glGenTextures(1, (GLuint *)&s_ResolvedDepthTarget);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_ResolvedDepthTarget);
|
||||
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, GL_DEPTH_COMPONENT, s_targetwidth, s_targetheight, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, NULL);
|
||||
SetDefaultRectTexParams();
|
||||
// Create the real depth/stencil buffer. It's a renderbuffer, not a texture.
|
||||
glGenRenderbuffersEXT(1, &s_ResolvedDepthTarget);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget);
|
||||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH24_STENCIL8_EXT, s_targetwidth, s_targetheight);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
|
||||
|
||||
// Attach our resolve targets to our resolved FBO.
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedRenderTarget, 0);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedFakeZTarget, 0);
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT, s_ResolvedDepthTarget);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_RECTANGLE_ARB, s_ResolvedDepthTarget, 0);
|
||||
|
||||
GL_REPORT_FBO_ERROR();
|
||||
|
||||
bFailed = glGetError() != GL_NO_ERROR || glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) != GL_FRAMEBUFFER_COMPLETE_EXT;
|
||||
if (bFailed) PanicAlert("Incomplete rt2");
|
||||
|
||||
if (bFailed) {
|
||||
ERROR_LOG(VIDEO, "AA rendering init failed.");
|
||||
}
|
||||
}
|
||||
|
||||
if (GL_REPORT_ERROR() != GL_NO_ERROR)
|
||||
|
@ -438,8 +418,6 @@ bool Renderer::Init()
|
|||
// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
|
||||
nZBufferRender = 0; // Initialize the Z render shutoff countdown. We only render Z if it's desired, to save GPU power.
|
||||
|
||||
if (GL_REPORT_ERROR() != GL_NO_ERROR)
|
||||
bSuccess = false;
|
||||
|
||||
|
@ -477,7 +455,6 @@ bool Renderer::Init()
|
|||
cgGLSetDebugMode(GL_FALSE);
|
||||
#endif
|
||||
|
||||
s_RenderMode = Renderer::RM_Normal;
|
||||
if (!InitializeGL())
|
||||
return false;
|
||||
|
||||
|
@ -592,12 +569,6 @@ void Renderer::SetRenderTarget(GLuint targ)
|
|||
targ != 0 ? targ : s_RenderTarget, 0);
|
||||
}
|
||||
|
||||
void Renderer::SetDepthTarget(GLuint targ)
|
||||
{
|
||||
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_RENDERBUFFER_EXT,
|
||||
targ != 0 ? targ : s_DepthTarget);
|
||||
}
|
||||
|
||||
void Renderer::SetFramebuffer(GLuint fb)
|
||||
{
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fb != 0 ? fb : s_uFramebuffer);
|
||||
|
@ -628,38 +599,39 @@ GLuint Renderer::ResolveAndGetRenderTarget(const TRectangle &source_rect)
|
|||
}
|
||||
}
|
||||
|
||||
GLuint Renderer::ResolveAndGetFakeZTarget(const TRectangle &source_rect)
|
||||
GLuint Renderer::ResolveAndGetDepthTarget(const TRectangle &source_rect)
|
||||
{
|
||||
// This logic should be moved elsewhere.
|
||||
if (s_MSAASamples > 1)
|
||||
{
|
||||
// Flip the rectangle
|
||||
TRectangle flipped_rect;
|
||||
source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
|
||||
//source_rect.FlipYPosition(GetTargetHeight(), &flipped_rect);
|
||||
|
||||
// donkopunchstania - some bug causes the offsets to be ignored. driver bug?
|
||||
flipped_rect.top = 0;
|
||||
flipped_rect.bottom = GetTargetHeight();
|
||||
|
||||
flipped_rect.left = 0;
|
||||
flipped_rect.right = GetTargetWidth();
|
||||
|
||||
flipped_rect.Clamp(0, 0, GetTargetWidth(), GetTargetHeight());
|
||||
// Do the resolve. We resolve both color channels, not very necessary.
|
||||
// Do the resolve.
|
||||
glBindFramebufferEXT(GL_READ_FRAMEBUFFER_EXT, s_uFramebuffer);
|
||||
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER_EXT, s_uResolvedFramebuffer);
|
||||
glBlitFramebufferEXT(flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
|
||||
flipped_rect.left, flipped_rect.top, flipped_rect.right, flipped_rect.bottom,
|
||||
GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
||||
GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
|
||||
// Return the resolved target.
|
||||
return s_ResolvedFakeZTarget;
|
||||
return s_ResolvedDepthTarget;
|
||||
}
|
||||
else
|
||||
{
|
||||
return s_FakeZTarget;
|
||||
return s_DepthTarget;
|
||||
}
|
||||
}
|
||||
|
||||
bool Renderer::UseFakeZTarget()
|
||||
{
|
||||
// This logic should be moved elsewhere.
|
||||
return nZBufferRender > 0;
|
||||
}
|
||||
|
||||
void Renderer::ResetGLState()
|
||||
{
|
||||
// Gets us to a reasonably sane state where it's possible to do things like
|
||||
|
@ -801,151 +773,6 @@ bool Renderer::IsUsingATIDrawBuffers()
|
|||
return s_bATIDrawBuffers;
|
||||
}
|
||||
|
||||
bool Renderer::HaveStencilBuffer()
|
||||
{
|
||||
return s_bHaveStencilBuffer;
|
||||
}
|
||||
|
||||
void Renderer::SetZBufferRender()
|
||||
{
|
||||
nZBufferRender = 10; // The game asked for Z. Give it 10 frames, then turn it off for speed.
|
||||
GLenum s_drawbuffers[2] = {
|
||||
GL_COLOR_ATTACHMENT0_EXT,
|
||||
GL_COLOR_ATTACHMENT1_EXT
|
||||
};
|
||||
glDrawBuffers(2, s_drawbuffers);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget, 0);
|
||||
_assert_(glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT) == GL_FRAMEBUFFER_COMPLETE_EXT);
|
||||
}
|
||||
|
||||
|
||||
// Does this function even work correctly???
|
||||
void Renderer::FlushZBufferAlphaToTarget()
|
||||
{
|
||||
ResetGLState();
|
||||
|
||||
SetRenderTarget(0);
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_TRUE);
|
||||
glViewport(0, 0, GetTargetWidth(), GetTargetHeight());
|
||||
|
||||
// disable all other stages
|
||||
for (int i = 1; i < 8; ++i)
|
||||
TextureMngr::DisableStage(i);
|
||||
// texture map s_RenderTargets[s_curtarget] onto the main buffer
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, s_FakeZTarget);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// setup the stencil to only accept pixels that have been written
|
||||
glStencilFunc(GL_EQUAL, 1, 0xff);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
||||
|
||||
// TODO: This code should not have to bother with stretchtofit checking -
|
||||
// all necessary scale initialization should be done elsewhere.
|
||||
if (s_bNativeResolution)
|
||||
{
|
||||
//TODO: Do Correctly in a bit
|
||||
float FactorW = 640.f / (float)OpenGL_GetBackbufferWidth();
|
||||
float FactorH = 480.f / (float)OpenGL_GetBackbufferHeight();
|
||||
|
||||
float Max = (FactorW < FactorH) ? FactorH : FactorW;
|
||||
float Temp = 1.0f / Max;
|
||||
FactorW *= Temp;
|
||||
FactorH *= Temp;
|
||||
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0, 0); glVertex2f(-FactorW,-FactorH);
|
||||
glTexCoord2f(0, (float)GetTargetHeight()); glVertex2f(-FactorW,FactorH);
|
||||
glTexCoord2f((float)GetTargetWidth(), (float)GetTargetHeight()); glVertex2f(FactorW,FactorH);
|
||||
glTexCoord2f((float)GetTargetWidth(), 0); glVertex2f(FactorW,-FactorH);
|
||||
glEnd();
|
||||
}
|
||||
else
|
||||
{
|
||||
glBegin(GL_QUADS);
|
||||
glTexCoord2f(0, 0); glVertex2f(-1,-1);
|
||||
glTexCoord2f(0, (float)(GetTargetHeight())); glVertex2f(-1,1);
|
||||
glTexCoord2f((float)(GetTargetWidth()), (float)(GetTargetHeight())); glVertex2f(1,1);
|
||||
glTexCoord2f((float)(GetTargetWidth()), 0); glVertex2f(1,-1);
|
||||
glEnd();
|
||||
}
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, 0);
|
||||
RestoreGLState();
|
||||
}
|
||||
|
||||
void Renderer::SetRenderMode(RenderMode mode)
|
||||
{
|
||||
if (!s_bHaveStencilBuffer && mode == RM_ZBufferAlpha)
|
||||
mode = RM_ZBufferOnly;
|
||||
|
||||
if (s_RenderMode == mode)
|
||||
return;
|
||||
|
||||
if (mode == RM_Normal) {
|
||||
// flush buffers
|
||||
if (s_RenderMode == RM_ZBufferAlpha) {
|
||||
FlushZBufferAlphaToTarget();
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
}
|
||||
SetColorMask();
|
||||
SetRenderTarget(0);
|
||||
SetZBufferRender();
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
else if (s_RenderMode == RM_Normal) {
|
||||
// setup buffers
|
||||
_assert_(UseFakeZTarget() && bpmem.zmode.updateenable);
|
||||
if (mode == RM_ZBufferAlpha) {
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glClearStencil(0);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
}
|
||||
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT1_EXT);
|
||||
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
else {
|
||||
_assert_(UseFakeZTarget());
|
||||
_assert_(s_bHaveStencilBuffer);
|
||||
|
||||
if (mode == RM_ZBufferOnly) {
|
||||
// flush and remove stencil
|
||||
_assert_(s_RenderMode == RM_ZBufferAlpha);
|
||||
FlushZBufferAlphaToTarget();
|
||||
glDisable(GL_STENCIL_TEST);
|
||||
|
||||
SetRenderTarget(s_FakeZTarget);
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
else {
|
||||
_assert_(mode == RM_ZBufferAlpha && s_RenderMode == RM_ZBufferOnly);
|
||||
|
||||
// setup stencil
|
||||
glEnable(GL_STENCIL_TEST);
|
||||
glClearStencil(0);
|
||||
glClear(GL_STENCIL_BUFFER_BIT);
|
||||
glStencilFunc(GL_ALWAYS, 1, 0xff);
|
||||
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
||||
}
|
||||
}
|
||||
|
||||
s_RenderMode = mode;
|
||||
}
|
||||
|
||||
Renderer::RenderMode Renderer::GetRenderMode()
|
||||
{
|
||||
return s_RenderMode;
|
||||
}
|
||||
|
||||
void ComputeBackbufferRectangle(TRectangle *rc)
|
||||
{
|
||||
float FloatGLWidth = (float)OpenGL_GetBackbufferWidth();
|
||||
|
@ -1021,8 +848,6 @@ void Renderer::Swap(const TRectangle& rc)
|
|||
OpenGL_Update(); // just updates the render window position and the backbuffer size
|
||||
DVSTARTPROFILE();
|
||||
|
||||
Renderer::SetRenderMode(Renderer::RM_Normal);
|
||||
|
||||
ResetGLState();
|
||||
|
||||
TRectangle back_rc;
|
||||
|
@ -1412,17 +1237,6 @@ void Renderer::SwapBuffers()
|
|||
|
||||
// Render to the framebuffer.
|
||||
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, s_uFramebuffer);
|
||||
if (nZBufferRender > 0)
|
||||
{
|
||||
if (--nZBufferRender == 0)
|
||||
{
|
||||
// turn off
|
||||
nZBufferRender = 0;
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT1_EXT, GL_TEXTURE_RECTANGLE_ARB, 0, 0);
|
||||
Renderer::SetRenderMode(RM_Normal); // turn off any zwrites
|
||||
}
|
||||
}
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
|
|
@ -41,19 +41,9 @@ extern int frameCount;
|
|||
|
||||
class Renderer
|
||||
{
|
||||
private:
|
||||
static void FlushZBufferAlphaToTarget();
|
||||
|
||||
public:
|
||||
enum RenderMode
|
||||
{
|
||||
RM_Normal=0, // normal target as color0, ztarget as color1
|
||||
RM_ZBufferOnly, // zbuffer as color0
|
||||
RM_ZBufferAlpha, // zbuffer as color0, also will dump alpha info to regular target once mode is switched
|
||||
// use stencil buffer to indicate what pixels were written
|
||||
};
|
||||
|
||||
static bool Init();
|
||||
static bool Init();
|
||||
static void Shutdown();
|
||||
|
||||
// initialize opengl standard values (like viewport)
|
||||
|
@ -65,15 +55,11 @@ public:
|
|||
static void SwapBuffers();
|
||||
|
||||
static bool IsUsingATIDrawBuffers();
|
||||
static bool HaveStencilBuffer();
|
||||
|
||||
static void SetColorMask();
|
||||
static void SetBlendMode(bool forceUpdate);
|
||||
static bool SetScissorRect();
|
||||
|
||||
static void SetRenderMode(RenderMode mode);
|
||||
static RenderMode GetRenderMode();
|
||||
|
||||
// Render target management
|
||||
static int GetTargetWidth();
|
||||
static int GetTargetHeight();
|
||||
|
@ -83,9 +69,7 @@ public:
|
|||
static float GetTargetScaleY();
|
||||
|
||||
static void SetFramebuffer(GLuint fb);
|
||||
static void SetZBufferRender(); // sets rendering of the zbuffer using MRTs
|
||||
static void SetRenderTarget(GLuint targ); // if targ is 0, sets to original render target
|
||||
static void SetDepthTarget(GLuint targ);
|
||||
|
||||
// If in MSAA mode, this will perform a resolve of the specified rectangle, and return the resolve target as a texture ID.
|
||||
// Thus, this call may be expensive. Don't repeat it unnecessarily.
|
||||
|
@ -93,10 +77,9 @@ public:
|
|||
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
|
||||
static GLuint ResolveAndGetRenderTarget(const TRectangle &rect);
|
||||
|
||||
// Same as above but for the FakeZ Target.
|
||||
// Same as above but for the depth Target.
|
||||
// After calling this, before you render anything else, you MUST bind the framebuffer you want to draw to.
|
||||
static GLuint ResolveAndGetFakeZTarget(const TRectangle &rect);
|
||||
static bool UseFakeZTarget(); // This is used by some functions to check for Z target existence.
|
||||
static GLuint ResolveAndGetDepthTarget(const TRectangle &rect);
|
||||
|
||||
// Random utilities
|
||||
static void RenderText(const char* pstr, int left, int top, u32 color);
|
||||
|
|
|
@ -165,6 +165,51 @@ void WriteSwizzler(char*& p, u32 format)
|
|||
" sampleUv.y = sampleUv.y + textureDims.w;\n");
|
||||
}
|
||||
|
||||
// block dimensions : widthStride, heightStride
|
||||
// texture dims : width, height, x offset, y offset
|
||||
void Write32BitSwizzler(char*& p, u32 format)
|
||||
{
|
||||
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
|
||||
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
|
||||
|
||||
float blkW = (float)GetBlockWidthInTexels(format);
|
||||
float blkH = (float)GetBlockHeightInTexels(format);
|
||||
float samples = (float)GetEncodedSampleCount(format);
|
||||
|
||||
// 32 bit textures (RGBA8 and Z24) are store in 2 cache line increments
|
||||
|
||||
WRITE(p,
|
||||
"uniform samplerRECT samp0 : register(s0);\n"
|
||||
"void main(\n"
|
||||
" out float4 ocol0 : COLOR0,\n"
|
||||
" in float2 uv0 : TEXCOORD0)\n"
|
||||
"{\n"
|
||||
" float2 sampleUv;\n"
|
||||
" float2 uv1 = floor(uv0);\n");
|
||||
|
||||
WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
|
||||
WRITE(p, " float yb = yl * %f;\n", blkH);
|
||||
WRITE(p, " float yoff = uv1.y - yb;\n");
|
||||
WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n");
|
||||
WRITE(p, " float xel = floor(xp / 2);\n");
|
||||
WRITE(p, " float xb = floor(xel / %f);\n", blkH);
|
||||
WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
|
||||
|
||||
WRITE(p, " float x2 = uv1.x * 2;\n");
|
||||
WRITE(p, " float xl = floor(x2 / %f);\n", blkW);
|
||||
WRITE(p, " float xib = x2 - (xl * %f);\n", blkW);
|
||||
WRITE(p, " float halfxb = floor(xb / 2);\n");
|
||||
|
||||
|
||||
WRITE(p, " sampleUv.x = xib + (halfxb * %f);\n", blkW);
|
||||
WRITE(p, " sampleUv.y = yb + xoff;\n");
|
||||
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n");
|
||||
WRITE(p, " sampleUv.y = textureDims.y - sampleUv.y;\n");
|
||||
|
||||
WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n");
|
||||
WRITE(p, " sampleUv.y = sampleUv.y + textureDims.w;\n");
|
||||
}
|
||||
|
||||
void WriteSampleColor(char*& p, const char* colorComp, const char* dest)
|
||||
{
|
||||
WRITE(p, " %s = texRECT(samp0, sampleUv).%s;\n", dest, colorComp);
|
||||
|
@ -432,48 +477,9 @@ void WriteRGBA4443Encoder(char* p)
|
|||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
// block dimensions : widthStride, heightStride
|
||||
// texture dims : width, height, x offset, y offset
|
||||
void WriteRGBA8Encoder(char* p, bool fromDepth)
|
||||
void WriteRGBA8Encoder(char* p)
|
||||
{
|
||||
WRITE(p, "uniform float4 blkDims : register(c%d);\n", C_COLORMATRIX);
|
||||
WRITE(p, "uniform float4 textureDims : register(c%d);\n", C_COLORMATRIX + 1);
|
||||
|
||||
float blkW = (float)GetBlockWidthInTexels(GX_TF_RGBA8);
|
||||
float blkH = (float)GetBlockHeightInTexels(GX_TF_RGBA8);
|
||||
float samples = (float)GetEncodedSampleCount(GX_TF_RGBA8);
|
||||
|
||||
// Swizzling for RGBA8 format
|
||||
WRITE(p,
|
||||
"uniform samplerRECT samp0 : register(s0);\n"
|
||||
"void main(\n"
|
||||
" out float4 ocol0 : COLOR0,\n"
|
||||
" in float2 uv0 : TEXCOORD0)\n"
|
||||
"{\n"
|
||||
" float2 sampleUv;\n"
|
||||
" float2 uv1 = floor(uv0);\n");
|
||||
|
||||
WRITE(p, " float yl = floor(uv1.y / %f);\n", blkH);
|
||||
WRITE(p, " float yb = yl * %f;\n", blkH);
|
||||
WRITE(p, " float yoff = uv1.y - yb;\n");
|
||||
WRITE(p, " float xp = uv1.x + (yoff * textureDims.x);\n");
|
||||
WRITE(p, " float xel = floor(xp / 2);\n");
|
||||
WRITE(p, " float xb = floor(xel / %f);\n", blkH);
|
||||
WRITE(p, " float xoff = xel - (xb * %f);\n", blkH);
|
||||
|
||||
WRITE(p, " float x2 = uv1.x * 2;\n");
|
||||
WRITE(p, " float xl = floor(x2 / %f);\n", blkW);
|
||||
WRITE(p, " float xib = x2 - (xl * %f);\n", blkW);
|
||||
WRITE(p, " float halfxb = floor(xb / 2);\n");
|
||||
|
||||
|
||||
WRITE(p, " sampleUv.x = xib + (halfxb * %f);\n", blkW);
|
||||
WRITE(p, " sampleUv.y = yb + xoff;\n");
|
||||
WRITE(p, " sampleUv = sampleUv * blkDims.xy;\n");
|
||||
WRITE(p, " sampleUv.y = textureDims.y - sampleUv.y;\n");
|
||||
|
||||
WRITE(p, " sampleUv.x = sampleUv.x + textureDims.z;\n");
|
||||
WRITE(p, " sampleUv.y = sampleUv.y + textureDims.w;\n");
|
||||
Write32BitSwizzler(p, GX_TF_RGBA8);
|
||||
|
||||
WRITE(p, " float cl1 = xb - (halfxb * 2);\n");
|
||||
WRITE(p, " float cl0 = 1.0f - cl1;\n");
|
||||
|
@ -483,10 +489,7 @@ void WriteRGBA8Encoder(char* p, bool fromDepth)
|
|||
WRITE(p, " float4 color1;\n");
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
if(fromDepth)
|
||||
WRITE(p, " color0.b = 1.0f;\n");
|
||||
else
|
||||
WRITE(p, " color0.b = texSample.a;\n");
|
||||
WRITE(p, " color0.b = texSample.a;\n");
|
||||
WRITE(p, " color0.g = texSample.r;\n");
|
||||
WRITE(p, " color1.b = texSample.g;\n");
|
||||
WRITE(p, " color1.g = texSample.b;\n");
|
||||
|
@ -494,10 +497,7 @@ void WriteRGBA8Encoder(char* p, bool fromDepth)
|
|||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "rgba", "texSample");
|
||||
if(fromDepth)
|
||||
WRITE(p, " color0.r = 1.0f;\n");
|
||||
else
|
||||
WRITE(p, " color0.r = texSample.a;\n");
|
||||
WRITE(p, " color0.r = texSample.a;\n");
|
||||
WRITE(p, " color0.a = texSample.r;\n");
|
||||
WRITE(p, " color1.r = texSample.g;\n");
|
||||
WRITE(p, " color1.a = texSample.b;\n");
|
||||
|
@ -606,6 +606,101 @@ void WriteCC8Encoder(char* p, const char* comp)
|
|||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteZ8Encoder(char* p, const char* multiplier)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_Z8M);
|
||||
|
||||
WRITE(p, " float depth;\n");
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, "ocol0.b = frac(depth * %s);\n", multiplier);
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, "ocol0.g = frac(depth * %s);\n", multiplier);
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, "ocol0.r = frac(depth * %s);\n", multiplier);
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, "ocol0.a = frac(depth * %s);\n", multiplier);
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteZ16Encoder(char* p)
|
||||
{
|
||||
WriteSwizzler(p, GX_TF_Z16);
|
||||
|
||||
WRITE(p, " float depth;\n");
|
||||
|
||||
// byte order is reversed
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, " ocol0.b = frac(depth * 256.0f);\n");
|
||||
WRITE(p, " ocol0.g = depth;\n");
|
||||
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, " ocol0.r = frac(depth * 256.0f);\n");
|
||||
WRITE(p, " ocol0.a = depth;\n");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteZ16LEncoder(char* p)
|
||||
{
|
||||
WriteSwizzler(p, GX_CTF_Z16L);
|
||||
|
||||
WRITE(p, " float depth;\n");
|
||||
|
||||
// byte order is reversed
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, " ocol0.b = frac(depth * 65536.0f);\n");
|
||||
WRITE(p, " ocol0.g = frac(depth * 256.0f);\n");
|
||||
|
||||
WriteIncrementSampleX(p);
|
||||
|
||||
WriteSampleColor(p, "b", "depth");
|
||||
WRITE(p, " ocol0.r = frac(depth * 65536.0f);\n");
|
||||
WRITE(p, " ocol0.a = frac(depth * 256.0f);\n");
|
||||
|
||||
WRITE(p, "}\n");
|
||||
}
|
||||
|
||||
void WriteZ24Encoder(char* p)
|
||||
{
|
||||
Write32BitSwizzler(p, GX_TF_Z24X8);
|
||||
|
||||
WRITE(p, " float cl = xb - (halfxb * 2);\n");
|
||||
|
||||
WRITE(p, " float depth0;\n");
|
||||
WRITE(p, " float depth1;\n");
|
||||
|
||||
WriteSampleColor(p, "b", "depth0");
|
||||
WriteIncrementSampleX(p);
|
||||
WriteSampleColor(p, "b", "depth1");
|
||||
|
||||
WRITE(p, " if(cl > 0.5f) {\n");
|
||||
// upper 16
|
||||
WRITE(p, " ocol0.b = frac(depth0 * 256.0f);\n");
|
||||
WRITE(p, " ocol0.g = depth0\n");
|
||||
WRITE(p, " ocol0.r = frac(depth1 * 256.0f);\n");
|
||||
WRITE(p, " ocol0.a = depth1\n");
|
||||
WRITE(p, " } else {\n");
|
||||
// lower 8
|
||||
WRITE(p, " ocol0.b = 1.0f;\n");
|
||||
WRITE(p, " ocol0.g = frac(depth0 * 65536.0f)\n");
|
||||
WRITE(p, " ocol0.r = 1.0f);\n");
|
||||
WRITE(p, " ocol0.a = frac(depth0 * 65536.0f)\n");
|
||||
WRITE(p, " }\n"
|
||||
"}\n");
|
||||
}
|
||||
|
||||
const char *GenerateEncodingShader(u32 format)
|
||||
{
|
||||
text[sizeof(text) - 1] = 0x7C; // canary
|
||||
|
@ -633,7 +728,7 @@ const char *GenerateEncodingShader(u32 format)
|
|||
WriteRGB5A3Encoder(p);
|
||||
break;
|
||||
case GX_TF_RGBA8:
|
||||
WriteRGBA8Encoder(p, false);
|
||||
WriteRGBA8Encoder(p);
|
||||
break;
|
||||
case GX_CTF_R4:
|
||||
WriteC4Encoder(p, "r");
|
||||
|
@ -666,24 +761,22 @@ const char *GenerateEncodingShader(u32 format)
|
|||
WriteC8Encoder(p, "b");
|
||||
break;
|
||||
case GX_TF_Z16:
|
||||
// byte order is reversed
|
||||
WriteCC8Encoder(p, "gb");
|
||||
WriteZ16Encoder(p);
|
||||
break;
|
||||
case GX_TF_Z24X8:
|
||||
WriteRGBA8Encoder(p, true);
|
||||
WriteZ24Encoder(p);
|
||||
break;
|
||||
case GX_CTF_Z4:
|
||||
WriteC4Encoder(p, "b");
|
||||
break;
|
||||
case GX_CTF_Z8M:
|
||||
WriteC8Encoder(p, "g");
|
||||
WriteZ8Encoder(p, "256.0f");
|
||||
break;
|
||||
case GX_CTF_Z8L:
|
||||
WriteC8Encoder(p, "r");
|
||||
WriteZ8Encoder(p, "65536.0f" );
|
||||
break;
|
||||
case GX_CTF_Z16L:
|
||||
// byte order is reversed
|
||||
WriteCC8Encoder(p, "rg");
|
||||
WriteZ16LEncoder(p);
|
||||
break;
|
||||
default:
|
||||
PanicAlert("Unknown texture copy format: 0x%x\n", format);
|
||||
|
|
|
@ -160,8 +160,6 @@ void Shutdown()
|
|||
void EncodeToRamUsingShader(FRAGMENTSHADER& shader, GLuint srcTexture, const TRectangle& sourceRc,
|
||||
u8* destAddr, int dstWidth, int dstHeight, bool linearFilter)
|
||||
{
|
||||
Renderer::SetRenderMode(Renderer::RM_Normal);
|
||||
|
||||
Renderer::ResetGLState();
|
||||
|
||||
// switch to texture converter frame buffer
|
||||
|
@ -243,7 +241,7 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
|
|||
|
||||
u8 *dest_ptr = Memory_GetPtr(address);
|
||||
|
||||
u32 source_texture = bFromZBuffer ? Renderer::ResolveAndGetFakeZTarget(source) : Renderer::ResolveAndGetRenderTarget(source);
|
||||
u32 source_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(source) : Renderer::ResolveAndGetRenderTarget(source);
|
||||
int width = source.right - source.left;
|
||||
int height = source.bottom - source.top;
|
||||
|
||||
|
@ -288,9 +286,6 @@ void EncodeToRam(u32 address, bool bFromZBuffer, bool bIsIntensityFmt, u32 copyf
|
|||
scaledSource.right = expandedWidth / samples;
|
||||
|
||||
EncodeToRamUsingShader(texconv_shader, source_texture, scaledSource, dest_ptr, expandedWidth / samples, expandedHeight, bScaleByHalf);
|
||||
|
||||
if (bFromZBuffer)
|
||||
Renderer::SetZBufferRender(); // notify for future settings
|
||||
}
|
||||
|
||||
void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
|
||||
|
@ -303,7 +298,6 @@ void EncodeToRamYUYV(GLuint srcTexture, const TRectangle& sourceRc,
|
|||
// Should be scale free.
|
||||
void DecodeToTexture(u8* srcAddr, int srcWidth, int srcHeight, GLuint destTexture)
|
||||
{
|
||||
Renderer::SetRenderMode(Renderer::RM_Normal);
|
||||
Renderer::ResetGLState();
|
||||
|
||||
float srcFormatFactor = 0.5f;
|
||||
|
|
|
@ -55,7 +55,6 @@
|
|||
|
||||
u8 *TextureMngr::temp = NULL;
|
||||
TextureMngr::TexCache TextureMngr::textures;
|
||||
std::map<u32, TextureMngr::DEPTHTARGET> TextureMngr::mapDepthTargets;
|
||||
|
||||
extern int frameCount;
|
||||
static u32 s_TempFramebuffer = 0;
|
||||
|
@ -176,13 +175,6 @@ void TextureMngr::Shutdown()
|
|||
{
|
||||
Invalidate(true);
|
||||
|
||||
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
|
||||
for (itdepth = mapDepthTargets.begin(); itdepth != mapDepthTargets.end(); ++itdepth)
|
||||
{
|
||||
glDeleteRenderbuffersEXT(1, &itdepth->second.targ);
|
||||
}
|
||||
mapDepthTargets.clear();
|
||||
|
||||
if (s_TempFramebuffer) {
|
||||
glDeleteFramebuffersEXT(1, (GLuint *)&s_TempFramebuffer);
|
||||
s_TempFramebuffer = 0;
|
||||
|
@ -217,14 +209,6 @@ void TextureMngr::ProgressiveCleanup()
|
|||
else
|
||||
iter++;
|
||||
}
|
||||
|
||||
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.begin();
|
||||
while (itdepth != mapDepthTargets.end())
|
||||
{
|
||||
if (frameCount > 20 + itdepth->second.framecount)
|
||||
ERASE_THROUGH_ITERATOR(mapDepthTargets, itdepth);
|
||||
else ++itdepth;
|
||||
}
|
||||
}
|
||||
|
||||
void TextureMngr::InvalidateRange(u32 start_address, u32 size) {
|
||||
|
@ -588,8 +572,9 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
|
|||
break;
|
||||
|
||||
case 3: // Z16 //?
|
||||
case 11: // Z16
|
||||
colmat[1] = colmat[5] = colmat[9] = colmat[14] = 1;
|
||||
case 11: // Z16 (reverse order)
|
||||
colmat[2] = colmat[6] = colmat[10] = colmat[13] = 1;
|
||||
break;
|
||||
case 6: // Z24X8
|
||||
colmat[0] = 1;
|
||||
|
@ -702,9 +687,8 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
|
|||
|
||||
// Make sure to resolve anything we need to read from.
|
||||
// TODO - it seems that it sometimes doesn't resolve the entire area we are interested in. See shadows in Burnout 2.
|
||||
GLuint read_texture = bFromZBuffer ? Renderer::ResolveAndGetFakeZTarget(scaled_rect) : Renderer::ResolveAndGetRenderTarget(scaled_rect);
|
||||
GLuint read_texture = bFromZBuffer ? Renderer::ResolveAndGetDepthTarget(scaled_rect) : Renderer::ResolveAndGetRenderTarget(scaled_rect);
|
||||
|
||||
Renderer::SetRenderMode(Renderer::RM_Normal); // set back to normal
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// We have to run a pixel shader, for color conversion.
|
||||
|
@ -716,29 +700,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
|
|||
Renderer::SetFramebuffer(s_TempFramebuffer);
|
||||
Renderer::SetRenderTarget(entry.texture);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
// create and attach the render target
|
||||
std::map<u32, DEPTHTARGET>::iterator itdepth = mapDepthTargets.find((h << 16) | w);
|
||||
if (itdepth == mapDepthTargets.end())
|
||||
{
|
||||
DEPTHTARGET& depth = mapDepthTargets[(h << 16) | w];
|
||||
depth.framecount = frameCount;
|
||||
|
||||
glGenRenderbuffersEXT(1, &depth.targ);
|
||||
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth.targ);
|
||||
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_COMPONENT, w, h);
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
Renderer::SetDepthTarget(depth.targ);
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
else
|
||||
{
|
||||
itdepth->second.framecount = frameCount;
|
||||
Renderer::SetDepthTarget(itdepth->second.targ);
|
||||
GL_REPORT_ERRORD();
|
||||
}
|
||||
|
||||
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
glActiveTexture(GL_TEXTURE0);
|
||||
glEnable(GL_TEXTURE_RECTANGLE_ARB);
|
||||
|
@ -747,7 +709,7 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
|
|||
glViewport(0, 0, w, h);
|
||||
|
||||
glEnable(GL_FRAGMENT_PROGRAM_ARB);
|
||||
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, PixelShaderCache::GetColorMatrixProgram());
|
||||
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
|
||||
PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
|
@ -765,9 +727,6 @@ void TextureMngr::CopyRenderTargetToTexture(u32 address, bool bFromZBuffer, bool
|
|||
VertexShaderManager::SetViewportChanged();
|
||||
TextureMngr::DisableStage(0);
|
||||
|
||||
if (bFromZBuffer)
|
||||
Renderer::SetZBufferRender(); // notify for future settings
|
||||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
if (g_Config.bDumpEFBTarget)
|
||||
|
|
|
@ -57,19 +57,11 @@ public:
|
|||
bool IntersectsMemoryRange(u32 range_address, u32 range_size);
|
||||
};
|
||||
|
||||
struct DEPTHTARGET
|
||||
{
|
||||
DEPTHTARGET() : targ(0), framecount(0) {}
|
||||
GLuint targ;
|
||||
int framecount;
|
||||
};
|
||||
|
||||
private:
|
||||
typedef std::map<u32, TCacheEntry> TexCache;
|
||||
|
||||
static u8 *temp;
|
||||
static TexCache textures;
|
||||
static std::map<u32, DEPTHTARGET> mapDepthTargets;
|
||||
|
||||
public:
|
||||
static void Init();
|
||||
|
|
|
@ -257,29 +257,6 @@ void Flush()
|
|||
FRAGMENTSHADER* ps = PixelShaderCache::GetShader(false);
|
||||
VERTEXSHADER* vs = VertexShaderCache::GetShader(g_nativeVertexFmt->m_components);
|
||||
|
||||
bool bRestoreBuffers = false;
|
||||
if (Renderer::UseFakeZTarget())
|
||||
{
|
||||
if (bpmem.zmode.updateenable)
|
||||
{
|
||||
if (!bpmem.blendmode.colorupdate)
|
||||
{
|
||||
Renderer::SetRenderMode(bpmem.blendmode.alphaupdate ?
|
||||
Renderer::RM_ZBufferAlpha :
|
||||
Renderer::RM_ZBufferOnly);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Renderer::SetRenderMode(Renderer::RM_Normal);
|
||||
// remove temporarily
|
||||
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
|
||||
bRestoreBuffers = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
Renderer::SetRenderMode(Renderer::RM_Normal);
|
||||
|
||||
// set global constants
|
||||
VertexShaderManager::SetConstants(g_Config.bProjHack1,g_Config.bPhackvalue1, g_Config.fhackvalue1, g_Config.bPhackvalue2, g_Config.fhackvalue2, g_Config.bFreeLook);
|
||||
PixelShaderManager::SetConstants();
|
||||
|
@ -330,8 +307,7 @@ void Flush()
|
|||
}
|
||||
|
||||
// restore color mask
|
||||
if (!bRestoreBuffers)
|
||||
Renderer::SetColorMask();
|
||||
Renderer::SetColorMask();
|
||||
|
||||
if (bpmem.blendmode.blendenable || bpmem.blendmode.subtract)
|
||||
glEnable(GL_BLEND);
|
||||
|
@ -361,13 +337,6 @@ void Flush()
|
|||
|
||||
GL_REPORT_ERRORD();
|
||||
|
||||
if (bRestoreBuffers)
|
||||
{
|
||||
GLenum s_drawbuffers[2] = {GL_COLOR_ATTACHMENT0_EXT, GL_COLOR_ATTACHMENT1_EXT};
|
||||
glDrawBuffers(2, s_drawbuffers);
|
||||
Renderer::SetColorMask();
|
||||
}
|
||||
|
||||
ResetBuffer();
|
||||
}
|
||||
|
||||
|
|
|
@ -71,8 +71,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
|
|||
{
|
||||
DVSTARTPROFILE();
|
||||
VERTEXSHADERUID uid;
|
||||
u32 zbufrender = (bpmem.ztex2.op == ZTEXTURE_ADD) || Renderer::UseFakeZTarget();
|
||||
GetVertexShaderId(uid, components, zbufrender);
|
||||
GetVertexShaderId(uid, components);
|
||||
|
||||
VSCache::iterator iter = vshaders.find(uid);
|
||||
|
||||
|
@ -86,7 +85,7 @@ VERTEXSHADER* VertexShaderCache::GetShader(u32 components)
|
|||
}
|
||||
|
||||
VSCacheEntry& entry = vshaders[uid];
|
||||
const char *code = GenerateVertexShader(components, Renderer::UseFakeZTarget());
|
||||
const char *code = GenerateVertexShader(components);
|
||||
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
if (g_Config.iLog & CONF_SAVESHADERS && code) {
|
||||
|
|
Loading…
Reference in New Issue