Depth format fix (crush3d intro/black screens)
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@ -491,7 +491,7 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::
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case Pica::Regs::DepthFormat::D24:
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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_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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case Pica::Regs::DepthFormat::D24S8:
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@ -763,7 +763,7 @@ void RasterizerOpenGL::ReloadColorBuffer() {
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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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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_px_idx = (x + y * fb_color_texture.width) * bytes_per_pixel;
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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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@ -794,29 +794,29 @@ 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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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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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_px_idx = x + y * fb_depth_texture.width;
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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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switch (fb_depth_texture.format) {
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case Pica::Regs::DepthFormat::D16:
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((u16*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset);
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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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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 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_px_idx = (x + y * fb_depth_texture.width);
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u8* pixel = depth_buffer + dst_offset;
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u32 depth_stencil = *(u32*)pixel;
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((u32*)temp_fb_depth_data)[gl_px_idx] = (depth_stencil << 8) | (depth_stencil >> 24);
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}
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default:
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LOG_CRITICAL(Render_OpenGL, "Unknown memory framebuffer depth format %x", fb_depth_texture.format);
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UNIMPLEMENTED();
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break;
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}
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} else {
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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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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_px_idx = (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_px_idx], pixel, bytes_per_pixel);
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}
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}
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}
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@ -881,29 +881,29 @@ void RasterizerOpenGL::CommitDepthBuffer() {
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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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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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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_px_idx = x + y * fb_depth_texture.width;
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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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switch (fb_depth_texture.format) {
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case Pica::Regs::DepthFormat::D16:
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Color::EncodeD16(((u16*)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::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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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 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_px_idx = (x + y * fb_depth_texture.width);
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u8* pixel = depth_buffer + dst_offset;
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u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_px_idx];
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*(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24);
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}
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default:
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LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", fb_depth_texture.format);
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UNIMPLEMENTED();
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break;
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}
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} else {
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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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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_px_idx = (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_px_idx], bytes_per_pixel);
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}
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}
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}
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