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Implement basic depth texturing for OpenGL, requires depth clamp for now.
Need to figure out what to do about other Z mappings. Helps #6411 for OpenGL on desktop primarily, and certain other games affected by #13256 are likely working too like the fog in Harry Potter.
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@ -25,6 +25,7 @@
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#include "Common/Log.h"
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#include "Core/Reporting.h"
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#include "GPU/GPUState.h"
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#include "GPU/Common/GPUStateUtils.h"
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#include "GPU/Common/DepalettizeShaderCommon.h"
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#define WRITE p+=sprintf
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@ -71,11 +72,21 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang
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WRITE(p, "out vec4 fragColor0;\n");
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WRITE(p, "uniform sampler2D tex;\n");
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WRITE(p, "uniform sampler2D pal;\n");
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if (pixelFormat == GE_FORMAT_DEPTH16) {
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DepthScaleFactors factors = GetDepthScaleFactors();
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WRITE(p, "const float z_scale = %f;\n", factors.scale);
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WRITE(p, "const float z_offset = %f;\n", factors.offset);
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}
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}
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if (language == HLSL_D3D11) {
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WRITE(p, "float4 main(in float2 v_texcoord0 : TEXCOORD0) : SV_Target {\n");
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WRITE(p, " float4 color = tex.Sample(texSamp, v_texcoord0);\n");
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if (pixelFormat == GE_FORMAT_DEPTH16) {
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WRITE(p, " float color = tex.Sample(texSamp, v_texcoord0).x;\n");
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} else {
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WRITE(p, " float4 color = tex.Sample(texSamp, v_texcoord0);\n");
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}
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} else {
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WRITE(p, "void main() {\n");
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WRITE(p, " vec4 color = texture(tex, v_texcoord0);\n");
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@ -221,8 +221,13 @@ void GPU_GLES::CheckGPUFeatures() {
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if (gl_extensions.ARB_texture_float || gl_extensions.OES_texture_float)
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features |= GPU_SUPPORTS_TEXTURE_FLOAT;
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if (draw_->GetDeviceCaps().depthClampSupported)
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if (draw_->GetDeviceCaps().depthClampSupported) {
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features |= GPU_SUPPORTS_DEPTH_CLAMP;
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// Our implementation of depth texturing needs simple Z range, so can't
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// use the extension hacks (yet).
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if (gl_extensions.GLES3)
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features |= GPU_SUPPORTS_DEPTH_TEXTURE;
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}
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// If we already have a 16-bit depth buffer, we don't need to round.
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bool prefer24 = draw_->GetDeviceCaps().preferredDepthBufferFormat == Draw::DataFormat::D24_S8;
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@ -341,13 +341,15 @@ protected:
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};
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void TextureCacheGLES::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer, GETextureFormat texFormat, FramebufferNotificationChannel channel) {
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DepalShader *depal = nullptr;
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DepalShader *depalShader = nullptr;
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uint32_t clutMode = gstate.clutformat & 0xFFFFFF;
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bool need_depalettize = IsClutFormat(texFormat);
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bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && (gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300) || gstate_c.Supports(GPU_SUPPORTS_GLSL_330));
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bool depth = channel == NOTIFY_FB_DEPTH;
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bool useShaderDepal = framebufferManager_->GetCurrentRenderVFB() != framebuffer && (gstate_c.Supports(GPU_SUPPORTS_GLSL_ES_300) || gstate_c.Supports(GPU_SUPPORTS_GLSL_330)) && !depth;
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if (!gstate_c.Supports(GPU_SUPPORTS_32BIT_INT_FSHADER)) {
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useShaderDepal = false;
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depth = false; // Can't support this
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}
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if (need_depalettize && !g_Config.bDisableSlowFramebufEffects) {
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@ -375,10 +377,10 @@ void TextureCacheGLES::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer,
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return;
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}
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depalShader = depalShaderCache_->GetDepalettizeShader(clutMode, depth ? GE_FORMAT_DEPTH16 : framebuffer->drawnFormat);
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gstate_c.SetUseShaderDepal(false);
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depal = depalShaderCache_->GetDepalettizeShader(clutMode, framebuffer->drawnFormat);
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}
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if (depal) {
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if (depalShader) {
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shaderManager_->DirtyLastShader();
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const GEPaletteFormat clutFormat = gstate.getClutPaletteFormat();
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@ -388,11 +390,12 @@ void TextureCacheGLES::ApplyTextureFramebuffer(VirtualFramebuffer *framebuffer,
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render_->SetScissor(GLRect2D{ 0, 0, (int)framebuffer->renderWidth, (int)framebuffer->renderHeight });
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render_->SetViewport(GLRViewport{ 0.0f, 0.0f, (float)framebuffer->renderWidth, (float)framebuffer->renderHeight, 0.0f, 1.0f });
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TextureShaderApplier shaderApply(depal, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight);
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TextureShaderApplier shaderApply(depalShader, framebuffer->bufferWidth, framebuffer->bufferHeight, framebuffer->renderWidth, framebuffer->renderHeight);
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shaderApply.ApplyBounds(gstate_c.vertBounds, gstate_c.curTextureXOffset, gstate_c.curTextureYOffset);
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shaderApply.Use(render_, drawEngine_, shadeInputLayout_);
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framebufferManagerGL_->BindFramebufferAsColorTexture(0, framebuffer, BINDFBCOLOR_SKIP_COPY | BINDFBCOLOR_FORCE_SELF);
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draw_->BindFramebufferAsTexture(framebuffer->fbo, 0, depth ? Draw::FB_DEPTH_BIT : Draw::FB_COLOR_BIT, 0);
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render_->BindTexture(TEX_SLOT_CLUT, clutTexture);
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render_->SetTextureSampler(TEX_SLOT_CLUT, GL_REPEAT, GL_CLAMP_TO_EDGE, GL_NEAREST, GL_NEAREST, 0.0f);
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