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Merge pull request #480 from MaikelChan/depth_compare_fixes
Depth compare improvements based on GlideN64
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3 files changed
+49
-33
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+36
-17
@@ -699,12 +699,42 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gfx_cm_to_opengl(cmt));
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}
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static void gfx_opengl_set_depth_test_and_mask(bool depth_test, bool z_upd) {
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if (depth_test || z_upd) {
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static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode) {
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if (depth_test) {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(z_upd ? GL_TRUE : GL_FALSE);
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glDepthFunc(depth_test ? GL_LEQUAL : GL_ALWAYS);
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current_depth_mask = z_upd;
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glDepthMask(depth_update ? GL_TRUE : GL_FALSE);
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current_depth_mask = depth_update;
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if (depth_compare) {
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switch (zmode) {
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case ZMODE_INTER:
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glDepthFunc(GL_LEQUAL);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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break;
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case ZMODE_OPA:
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case ZMODE_XLU:
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if (depth_source_prim) {
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glDepthFunc(GL_LEQUAL);
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} else {
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glDepthFunc(GL_LESS);
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}
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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break;
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case ZMODE_DEC:
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glDepthFunc(GL_LEQUAL);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(-2, -2);
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break;
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}
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} else {
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glDepthFunc(GL_ALWAYS);
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glDisable(GL_POLYGON_OFFSET_FILL);
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glPolygonOffset(0, 0);
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}
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} else {
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glDisable(GL_DEPTH_TEST);
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}
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@@ -714,16 +744,6 @@ static void gfx_opengl_set_depth_range(float znear, float zfar) {
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glDepthRange(znear, zfar);
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}
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static void gfx_opengl_set_zmode_decal(bool zmode_decal) {
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if (zmode_decal) {
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glPolygonOffset(-2, -2);
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glEnable(GL_POLYGON_OFFSET_FILL);
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} else {
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glPolygonOffset(0, 0);
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glDisable(GL_POLYGON_OFFSET_FILL);
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}
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}
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static void gfx_opengl_set_viewport(int x, int y, int width, int height) {
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glViewport(x, y, width, height);
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}
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@@ -1156,9 +1176,8 @@ struct GfxRenderingAPI gfx_opengl_api = {
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gfx_opengl_select_texture,
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gfx_opengl_upload_texture,
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gfx_opengl_set_sampler_parameters,
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gfx_opengl_set_depth_test_and_mask,
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gfx_opengl_set_depth_mode,
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gfx_opengl_set_depth_range,
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gfx_opengl_set_zmode_decal,
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gfx_opengl_set_viewport,
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gfx_opengl_set_scissor,
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gfx_opengl_set_use_alpha,
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+12
-14
@@ -197,9 +197,8 @@ static struct RDP {
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} rdp;
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static struct RenderingState {
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uint8_t depth_test_and_mask; // 1: depth test, 2: depth mask
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uint8_t depth_mode;
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float depth_zfar;
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bool decal_mode;
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bool alpha_blend;
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bool modulate;
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struct XYWidthHeight viewport, scissor;
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@@ -1240,25 +1239,24 @@ static void gfx_sp_tri1(uint8_t vtx1_idx, uint8_t vtx2_idx, uint8_t vtx3_idx, bo
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}
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}
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bool depth_test = (rsp.geometry_mode & G_ZBUFFER) == G_ZBUFFER;
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bool depth_mask = (rdp.other_mode_l & Z_UPD) == Z_UPD;
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uint8_t depth_test_and_mask = (depth_test ? 1 : 0) | (depth_mask ? 2 : 0);
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if (depth_test_and_mask != rendering_state.depth_test_and_mask) {
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gfx_flush();
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gfx_rapi->set_depth_test_and_mask(depth_test, depth_mask);
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rendering_state.depth_test_and_mask = depth_test_and_mask;
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}
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if (rsp.depth_zfar != rendering_state.depth_zfar) {
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gfx_flush();
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gfx_rapi->set_depth_range(0.0f, rsp.depth_zfar);
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rendering_state.depth_zfar = rsp.depth_zfar;
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}
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bool zmode_decal = (rdp.other_mode_l & ZMODE_DEC) == ZMODE_DEC;
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if (zmode_decal != rendering_state.decal_mode) {
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bool depth_test = ((rsp.geometry_mode & G_ZBUFFER) == G_ZBUFFER || (rdp.other_mode_l & G_ZS_PRIM) == G_ZS_PRIM) &&
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((rdp.other_mode_h & G_CYC_1CYCLE) == G_CYC_1CYCLE || (rdp.other_mode_h & G_CYC_2CYCLE) == G_CYC_2CYCLE);
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bool depth_update = (rdp.other_mode_l & Z_UPD) == Z_UPD;
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bool depth_compare = (rdp.other_mode_l & Z_CMP) == Z_CMP;
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bool depth_source_prim = (rdp.other_mode_l & G_ZS_PRIM) == G_ZS_PRIM /* && gDP.primDepth.z == 1.0f */;
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uint16_t zmode = rdp.other_mode_l & ZMODE_DEC;
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uint8_t depth_mode = (depth_test ? 1 : 0) | (depth_update ? 2 : 0) | (depth_compare ? 4 : 0) | (depth_source_prim ? 8 : 0) | (zmode >> 6);
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if (depth_mode != rendering_state.depth_mode) {
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gfx_flush();
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gfx_rapi->set_zmode_decal(zmode_decal);
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rendering_state.decal_mode = zmode_decal;
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gfx_rapi->set_depth_mode(depth_test, depth_update, depth_compare, depth_source_prim, zmode);
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rendering_state.depth_mode = depth_mode;
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}
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if (rdp.viewport_or_scissor_changed) {
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@@ -27,9 +27,8 @@ struct GfxRenderingAPI {
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void (*select_texture)(int tile, uint32_t texture_id);
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void (*upload_texture)(const uint8_t* rgba32_buf, uint32_t width, uint32_t height);
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void (*set_sampler_parameters)(int sampler, bool linear_filter, uint32_t cms, uint32_t cmt);
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void (*set_depth_test_and_mask)(bool depth_test, bool z_upd);
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void (*set_depth_mode)(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode);
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void (*set_depth_range)(float znear, float zfar);
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void (*set_zmode_decal)(bool zmode_decal);
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void (*set_viewport)(int x, int y, int width, int height);
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void (*set_scissor)(int x, int y, int width, int height);
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void (*set_use_alpha)(bool use_alpha, bool modulate);
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