OGL: Change the depth buffer type to GL_FLOAT.
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c4f85a38e6
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4b2e04b862
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@ -89,7 +89,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(m_textureType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage3D(m_textureType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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glBindTexture(m_textureType, m_efbColorSwap);
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glTexParameteri(m_textureType, GL_TEXTURE_MAX_LEVEL, 0);
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@ -150,7 +150,7 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
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glTexParameteri(resolvedType, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(resolvedType, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, nullptr);
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glTexImage3D(resolvedType, 0, GL_DEPTH_COMPONENT24, m_targetWidth, m_targetHeight, m_EFBLayers, 0, GL_DEPTH_COMPONENT, GL_FLOAT, nullptr);
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// Bind resolved textures to resolved framebuffer.
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glGenFramebuffers(m_EFBLayers, m_resolvedFramebuffer);
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@ -914,7 +914,7 @@ void ClearEFBCache()
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}
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}
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void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const u32* data)
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void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const void* data)
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{
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u32 cacheType = (type == PEEK_Z ? 0 : 1);
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@ -936,7 +936,18 @@ void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRec
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u32 xEFB = efbPixelRc.left + xCache;
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u32 xPixel = (EFBToScaledX(xEFB) + EFBToScaledX(xEFB + 1)) / 2;
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u32 xData = xPixel - targetPixelRc.left;
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s_efbCache[cacheType][cacheRectIdx][yCache * EFB_CACHE_RECT_SIZE + xCache] = data[yData * targetPixelRcWidth + xData];
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u32 value;
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if (type == PEEK_Z)
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{
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float* ptr = (float*)data;
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value = (u32)(ptr[yData * targetPixelRcWidth + xData] * 16777216.0f);
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}
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else
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{
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u32* ptr = (u32*)data;
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value = ptr[yData * targetPixelRcWidth + xData];
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}
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s_efbCache[cacheType][cacheRectIdx][yCache * EFB_CACHE_RECT_SIZE + xCache] = value;
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}
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}
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@ -1005,10 +1016,10 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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g_renderer->RestoreAPIState();
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}
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u32* depthMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
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float* depthMap = new float[targetPixelRcWidth * targetPixelRcHeight];
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glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight,
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GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, depthMap);
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GL_DEPTH_COMPONENT, GL_FLOAT, depthMap);
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UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, depthMap);
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@ -1019,18 +1030,10 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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u32 yRect = y % EFB_CACHE_RECT_SIZE;
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z = s_efbCache[0][cacheRectIdx][yRect * EFB_CACHE_RECT_SIZE + xRect];
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// Scale the 32-bit value returned by glReadPixels to a 24-bit
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// value (GC uses a 24-bit Z-buffer).
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// TODO: in RE0 this value is often off by one, which causes lighting to disappear
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// if Z is in 16 bit format you must return a 16 bit integer
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if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
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{
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// if Z is in 16 bit format you must return a 16 bit integer
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z = z >> 16;
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}
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else
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{
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z = z >> 8;
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}
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return z;
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}
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@ -91,7 +91,7 @@ public:
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int GetMaxTextureSize() override;
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private:
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void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const u32* data);
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void UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const void* data);
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void BlitScreen(TargetRectangle src, TargetRectangle dst, GLuint src_texture, int src_width, int src_height);
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};
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