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@ -94,14 +94,27 @@ void RasterizerOpenGL::InitObjects() {
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// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
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// Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation
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fb_color_texture.texture.Create();
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fb_color_texture.texture.Create();
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ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
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ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1);
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_color_texture.texture.handle;
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state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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fb_depth_texture.texture.Create();
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fb_depth_texture.texture.Create();
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ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
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ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1);
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = fb_depth_texture.texture.handle;
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state.Apply();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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@ -110,14 +123,13 @@ void RasterizerOpenGL::InitObjects() {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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// Configure OpenGL framebuffer
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// Configure OpenGL framebuffer
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framebuffer.Create();
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framebuffer.Create();
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state.draw.framebuffer = framebuffer.handle;
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state.draw.framebuffer = framebuffer.handle;
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// Unbind texture to allow binding to framebuffer
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state.texture_units[0].enabled_2d = true;
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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state.Apply();
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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@ -205,7 +217,19 @@ void RasterizerOpenGL::DrawTriangles() {
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vertex_batch.clear();
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vertex_batch.clear();
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// TODO: Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
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// Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture
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const auto& regs = Pica::g_state.regs;
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PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress();
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u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress();
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u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format)
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* regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight();
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res_cache.NotifyFlush(cur_fb_color_addr, cur_fb_color_size);
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res_cache.NotifyFlush(cur_fb_depth_addr, cur_fb_depth_size);
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}
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}
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void RasterizerOpenGL::CommitFramebuffer() {
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void RasterizerOpenGL::CommitFramebuffer() {
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@ -472,6 +496,9 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs:
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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texture.gl_format, texture.gl_type, nullptr);
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texture.gl_format, texture.gl_type, nullptr);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
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void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) {
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@ -491,7 +518,7 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
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case Pica::Regs::DepthFormat::D24:
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case Pica::Regs::DepthFormat::D24:
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internal_format = GL_DEPTH_COMPONENT24;
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internal_format = GL_DEPTH_COMPONENT24;
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texture.gl_format = GL_DEPTH_COMPONENT;
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texture.gl_format = GL_DEPTH_COMPONENT;
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texture.gl_type = GL_UNSIGNED_INT_24_8;
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texture.gl_type = GL_UNSIGNED_INT;
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break;
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break;
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case Pica::Regs::DepthFormat::D24S8:
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case Pica::Regs::DepthFormat::D24S8:
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@ -513,6 +540,9 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0,
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texture.gl_format, texture.gl_type, nullptr);
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texture.gl_format, texture.gl_type, nullptr);
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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void RasterizerOpenGL::SyncFramebuffer() {
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void RasterizerOpenGL::SyncFramebuffer() {
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@ -652,6 +682,10 @@ void RasterizerOpenGL::SyncDepthTest() {
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const auto& regs = Pica::g_state.regs;
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const auto& regs = Pica::g_state.regs;
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state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1);
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state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1);
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state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func);
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state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func);
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state.color_mask.red_enabled = regs.output_merger.red_enable;
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state.color_mask.green_enabled = regs.output_merger.green_enable;
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state.color_mask.blue_enabled = regs.output_merger.blue_enable;
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state.color_mask.alpha_enabled = regs.output_merger.alpha_enable;
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state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
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state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE;
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}
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}
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@ -759,10 +793,10 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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u8* pixel = color_buffer + dst_offset;
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memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel);
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memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel);
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}
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}
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}
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}
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@ -773,6 +807,9 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height,
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fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
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fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get());
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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void RasterizerOpenGL::ReloadDepthBuffer() {
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void RasterizerOpenGL::ReloadDepthBuffer() {
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@ -790,29 +827,29 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
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std::unique_ptr<u8[]> temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]);
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u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get();
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if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_px_idx = x + y * fb_depth_texture.width;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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switch (fb_depth_texture.format) {
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u8* pixel = depth_buffer + dst_offset;
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case Pica::Regs::DepthFormat::D16:
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u32 depth_stencil = *(u32*)pixel;
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((u16*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset);
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((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24);
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break;
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case Pica::Regs::DepthFormat::D24:
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((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset);
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break;
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case Pica::Regs::DepthFormat::D24S8:
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{
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Math::Vec2<u32> depth_stencil = Color::DecodeD24S8(depth_buffer + dst_offset);
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((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = (depth_stencil.x << 8) | depth_stencil.y;
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break;
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}
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}
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default:
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}
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LOG_CRITICAL(Render_OpenGL, "Unknown memory framebuffer depth format %x", fb_depth_texture.format);
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} else {
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UNIMPLEMENTED();
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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break;
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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u8* pixel = depth_buffer + dst_offset;
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memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel);
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}
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}
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}
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}
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}
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}
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@ -824,6 +861,9 @@ void RasterizerOpenGL::ReloadDepthBuffer() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height,
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fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
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fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get());
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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}
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}
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void RasterizerOpenGL::CommitColorBuffer() {
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void RasterizerOpenGL::CommitColorBuffer() {
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@ -842,15 +882,18 @@ void RasterizerOpenGL::CommitColorBuffer() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
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glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get());
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
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// Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary.
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for (int y = 0; y < fb_color_texture.height; ++y) {
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for (int y = 0; y < fb_color_texture.height; ++y) {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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for (int x = 0; x < fb_color_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel;
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u8* pixel = color_buffer + dst_offset;
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u8* pixel = color_buffer + dst_offset;
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memcpy(pixel, &temp_gl_color_buffer[gl_px_idx], bytes_per_pixel);
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memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel);
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}
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}
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}
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}
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}
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}
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@ -877,29 +920,32 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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glActiveTexture(GL_TEXTURE0);
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glActiveTexture(GL_TEXTURE0);
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glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
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glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get());
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state.texture_units[0].texture_2d = 0;
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state.Apply();
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u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get();
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if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) {
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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for (int y = 0; y < fb_depth_texture.height; ++y) {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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for (int x = 0; x < fb_depth_texture.width; ++x) {
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const u32 coarse_y = y & ~7;
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const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
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u32 gl_px_idx = x + y * fb_depth_texture.width;
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u32 gl_pixel_index = (x + y * fb_depth_texture.width);
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switch (fb_depth_texture.format) {
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u8* pixel = depth_buffer + dst_offset;
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case Pica::Regs::DepthFormat::D16:
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u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index];
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Color::EncodeD16(((u16*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
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*(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
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break;
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case Pica::Regs::DepthFormat::D24:
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Color::EncodeD24(((u32*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset);
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break;
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case Pica::Regs::DepthFormat::D24S8:
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{
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u32 depth_stencil = ((u32*)temp_gl_depth_buffer.get())[gl_px_idx];
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Color::EncodeD24S8((depth_stencil >> 8), depth_stencil & 0xFF, depth_buffer + dst_offset);
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break;
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}
|
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}
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default:
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}
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|
LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", fb_depth_texture.format);
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} else {
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UNIMPLEMENTED();
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|
for (int y = 0; y < fb_depth_texture.height; ++y) {
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|
break;
|
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|
for (int x = 0; x < fb_depth_texture.width; ++x) {
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|
|
const u32 coarse_y = y & ~7;
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u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel;
|
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|
|
u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp;
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|
|
u8* pixel = depth_buffer + dst_offset;
|
|
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|
|
memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
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