forked from Ports/goldeneye-pc-port
Decal fix
This commit is contained in:
1 parent
5b86a9bbeb
commit
f3b74e9c7c
2 files changed
+169
-3
No files matched your search
Regular → Executable
File mode changed.
+169
-3
@@ -38,6 +38,10 @@ struct ShaderProgram {
|
||||
GLint frame_count_location;
|
||||
GLint noise_scale_location;
|
||||
GLint three_point_filter_locations[2];
|
||||
GLint decal_mode_location;
|
||||
GLint decal_scale_location;
|
||||
int decal_mode;
|
||||
float decal_scale;
|
||||
};
|
||||
|
||||
struct Framebuffer {
|
||||
@@ -45,6 +49,8 @@ struct Framebuffer {
|
||||
bool has_depth_buffer;
|
||||
uint32_t msaa_level;
|
||||
bool invert_y;
|
||||
bool depth_copy_checked;
|
||||
bool depth_copy_failed;
|
||||
|
||||
GLuint fbo, clrbuf, clrbuf_msaa, rbo;
|
||||
};
|
||||
@@ -63,6 +69,19 @@ static int current_anisotropy_level = 4; /* B1: sane default (0 was invalid fo
|
||||
static FilteringMode current_filter_mode = FILTER_LINEAR;
|
||||
static MipmapFilteringMode current_mipmap_filter_mode = MIPMAP_LINEAR;
|
||||
static bool current_textures_linear_filter[2] = {false, false};
|
||||
static struct ShaderProgram* current_shader_program;
|
||||
|
||||
// N64 decal depth mode: pixels only pass when close to the stored depth, using a copy of the depth buffer
|
||||
#define DECAL_DEPTH_TEXTURE_UNIT 2
|
||||
// Height of the N64 frame; the RDP's depth slope tolerance is measured in N64 pixels
|
||||
#define DECAL_N64_SCREEN_HEIGHT 240.0f
|
||||
static bool depth_copy_supported;
|
||||
static bool depth_copy_dirty = true;
|
||||
static size_t depth_copy_source;
|
||||
static GLuint depth_copy_fbo, depth_copy_tex;
|
||||
static uint32_t depth_copy_width, depth_copy_height;
|
||||
static bool current_depth_test;
|
||||
static bool current_depth_decal;
|
||||
|
||||
static int gl_glsl_version = 130;
|
||||
static char gl_glsl_version_str[16] = "130";
|
||||
@@ -127,6 +146,7 @@ static void gfx_opengl_unload_shader(struct ShaderProgram* old_prg) {
|
||||
|
||||
static void gfx_opengl_load_shader(struct ShaderProgram* new_prg) {
|
||||
// if (!new_prg) return;
|
||||
current_shader_program = new_prg;
|
||||
glUseProgram(new_prg->opengl_program_id);
|
||||
gfx_opengl_vertex_array_set_attribs(new_prg);
|
||||
gfx_opengl_set_uniforms(new_prg);
|
||||
@@ -396,6 +416,9 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
|
||||
append_line(fs_buf, &fs_len, "uniform int frame_count;");
|
||||
append_line(fs_buf, &fs_len, "uniform float noise_scale;");
|
||||
append_line(fs_buf, &fs_len, "uniform int uDecalMode;");
|
||||
append_line(fs_buf, &fs_len, "uniform highp float uDecalPixelScale;");
|
||||
append_line(fs_buf, &fs_len, "uniform highp sampler2D uDepthTex;");
|
||||
|
||||
append_line(fs_buf, &fs_len, "float random(in vec3 value) {");
|
||||
append_line(fs_buf, &fs_len, " float random = dot(sin(value), vec3(12.9898, 78.233, 37.719));");
|
||||
@@ -455,6 +478,16 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
}
|
||||
|
||||
append_line(fs_buf, &fs_len, "void main() {");
|
||||
|
||||
// RDP decal Z mode: pass only if |z - stored z| <= dz (the per-pixel depth slope), and never over cleared depth.
|
||||
// The slope is computed before anything can discard, since derivatives are undefined after a neighbor discards.
|
||||
append_line(fs_buf, &fs_len, " highp float decalSlope = fwidth(gl_FragCoord.z);");
|
||||
append_line(fs_buf, &fs_len, " if (uDecalMode != 0) {");
|
||||
append_line(fs_buf, &fs_len, " highp float storedZ = texelFetch(uDepthTex, ivec2(gl_FragCoord.xy), 0).r;");
|
||||
append_line(fs_buf, &fs_len, " highp float dz = max(decalSlope * uDecalPixelScale, 1.0 / 262144.0);");
|
||||
append_line(fs_buf, &fs_len, " if (storedZ >= 1.0 || abs(gl_FragCoord.z - storedZ) > dz) discard;");
|
||||
append_line(fs_buf, &fs_len, " }");
|
||||
|
||||
/* D548: combiner inputs are 8-bit on the N64 (shade, prim, env), so never
|
||||
* above 1.0. Under the D540 noperspective shade, GPU clipping of a big
|
||||
* near-camera triangle can extrapolate them past 1.0; the CC wrap
|
||||
@@ -703,6 +736,14 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
|
||||
prg->noise_scale_location = glGetUniformLocation(shader_program, "noise_scale");
|
||||
prg->three_point_filter_locations[0] = glGetUniformLocation(shader_program, "three_point_filter0");
|
||||
prg->three_point_filter_locations[1] = glGetUniformLocation(shader_program, "three_point_filter1");
|
||||
prg->decal_mode_location = glGetUniformLocation(shader_program, "uDecalMode");
|
||||
prg->decal_scale_location = glGetUniformLocation(shader_program, "uDecalPixelScale");
|
||||
prg->decal_mode = 0;
|
||||
prg->decal_scale = 0.0f;
|
||||
if (prg->decal_mode_location >= 0) {
|
||||
glUniform1i(prg->decal_mode_location, 0);
|
||||
glUniform1i(glGetUniformLocation(shader_program, "uDepthTex"), DECAL_DEPTH_TEXTURE_UNIT);
|
||||
}
|
||||
|
||||
gfx_opengl_load_shader(prg);
|
||||
|
||||
@@ -722,6 +763,7 @@ static void gfx_opengl_shader_get_info(struct ShaderProgram* prg, uint8_t* num_i
|
||||
|
||||
static void gfx_opengl_clear_shaders(void) {
|
||||
glUseProgram(0);
|
||||
current_shader_program = nullptr;
|
||||
for (auto& pair : shader_program_pool) {
|
||||
glDeleteProgram(pair.second.opengl_program_id);
|
||||
}
|
||||
@@ -830,9 +872,9 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
|
||||
}
|
||||
mipmaps = mipmaps && (current_mipmap_filter_mode != MIPMAP_DISABLED);
|
||||
const int mip_idx = mipmaps ? current_mipmap_filter_mode : 0;
|
||||
const GLint min_filter = linear_filter ? min_filters[current_filter_mode][mip_idx] : GL_NEAREST;
|
||||
/* Trilinear option (playtest 2026-10-03): TRILINEAR magnifies LINEAR too. */
|
||||
const GLint max_filter = linear_filter && (current_filter_mode == FILTER_LINEAR || current_filter_mode == FILTER_TRILINEAR) ? GL_LINEAR : GL_NEAREST;
|
||||
const GLint min_filter = linear_filter ? min_filters[current_filter_mode][mip_idx] : GL_LINEAR;
|
||||
// Point-sampled textures (e.g. HUD ammo icons) are filtered too
|
||||
const GLint max_filter = GL_LINEAR;
|
||||
|
||||
glActiveTexture(GL_TEXTURE0 + tile);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
|
||||
@@ -859,6 +901,9 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_depth_mode(bool depth_test, bool depth_update, bool depth_compare, bool depth_source_prim, uint16_t zmode) {
|
||||
current_depth_test = depth_test;
|
||||
current_depth_decal = depth_test && depth_compare && zmode == ZMODE_DEC;
|
||||
|
||||
if (depth_test) {
|
||||
glEnable(GL_DEPTH_TEST);
|
||||
glDepthMask(depth_update ? GL_TRUE : GL_FALSE);
|
||||
@@ -928,10 +973,122 @@ static void gfx_opengl_set_use_alpha(bool use_alpha, bool modulate) {
|
||||
}
|
||||
}
|
||||
|
||||
static GLuint gfx_opengl_framebuffer_name(size_t fb_id) {
|
||||
// fb 0 is the window's default framebuffer (GL name 0)
|
||||
return fb_id == 0 ? 0 : framebuffers[fb_id].fbo;
|
||||
}
|
||||
|
||||
static bool gfx_opengl_update_depth_copy(void) {
|
||||
if (!depth_copy_supported) {
|
||||
return false;
|
||||
}
|
||||
|
||||
Framebuffer& fb = framebuffers[current_framebuffer];
|
||||
if ((current_framebuffer != 0 && !fb.has_depth_buffer) || fb.depth_copy_failed) {
|
||||
return false;
|
||||
}
|
||||
if (!depth_copy_dirty && depth_copy_source == current_framebuffer && depth_copy_width == fb.width &&
|
||||
depth_copy_height == fb.height) {
|
||||
return true;
|
||||
}
|
||||
|
||||
if (depth_copy_tex == 0 || depth_copy_width != fb.width || depth_copy_height != fb.height) {
|
||||
if (depth_copy_tex == 0) {
|
||||
glGenTextures(1, &depth_copy_tex);
|
||||
glGenFramebuffers(1, &depth_copy_fbo);
|
||||
}
|
||||
|
||||
GLint active_texture;
|
||||
glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
|
||||
glActiveTexture(GL_TEXTURE0 + DECAL_DEPTH_TEXTURE_UNIT);
|
||||
glBindTexture(GL_TEXTURE_2D, depth_copy_tex);
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb.width, fb.height, 0, GL_DEPTH_STENCIL,
|
||||
GL_UNSIGNED_INT_24_8, NULL);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
glActiveTexture(active_texture);
|
||||
|
||||
const GLenum no_draw_buffer = GL_NONE;
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, depth_copy_fbo);
|
||||
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth_copy_tex, 0);
|
||||
glDrawBuffers(1, &no_draw_buffer);
|
||||
glReadBuffer(GL_NONE);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gfx_opengl_framebuffer_name(current_framebuffer));
|
||||
|
||||
depth_copy_width = fb.width;
|
||||
depth_copy_height = fb.height;
|
||||
}
|
||||
|
||||
const bool check_errors = !fb.depth_copy_checked;
|
||||
if (check_errors) {
|
||||
for (int i = 0; i < 16 && glGetError() != GL_NO_ERROR; i++) {
|
||||
}
|
||||
}
|
||||
|
||||
glDisable(GL_SCISSOR_TEST);
|
||||
glBindFramebuffer(GL_READ_FRAMEBUFFER, gfx_opengl_framebuffer_name(current_framebuffer));
|
||||
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, depth_copy_fbo);
|
||||
glBlitFramebuffer(0, 0, fb.width, fb.height, 0, 0, fb.width, fb.height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, gfx_opengl_framebuffer_name(current_framebuffer));
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
if (check_errors) {
|
||||
fb.depth_copy_checked = true;
|
||||
if (glGetError() != GL_NO_ERROR) {
|
||||
fb.depth_copy_failed = true;
|
||||
sysLogPrintf(LOG_WARNING, "GL: could not copy depth buffer of framebuffer %u, decal edges will not be clipped",
|
||||
(unsigned)current_framebuffer);
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
depth_copy_dirty = false;
|
||||
depth_copy_source = current_framebuffer;
|
||||
return true;
|
||||
}
|
||||
|
||||
static void gfx_opengl_set_decal_uniforms(struct ShaderProgram* prg, bool enabled) {
|
||||
if (prg == nullptr || prg->decal_mode_location < 0) {
|
||||
return;
|
||||
}
|
||||
|
||||
const int mode = enabled ? 1 : 0;
|
||||
if (prg->decal_mode != mode) {
|
||||
glUniform1i(prg->decal_mode_location, mode);
|
||||
prg->decal_mode = mode;
|
||||
}
|
||||
|
||||
const float scale = framebuffers[current_framebuffer].height / DECAL_N64_SCREEN_HEIGHT;
|
||||
if (enabled && prg->decal_scale != scale) {
|
||||
glUniform1f(prg->decal_scale_location, scale);
|
||||
prg->decal_scale = scale;
|
||||
}
|
||||
}
|
||||
|
||||
static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
|
||||
// printf("flushing %d tris\n", buf_vbo_num_tris);
|
||||
if (current_depth_decal) {
|
||||
// The shader replaces the depth test like the RDP does; fall back to polygon offset if depth can't be copied
|
||||
const bool decal = gfx_opengl_update_depth_copy();
|
||||
glDepthFunc(decal ? GL_ALWAYS : GL_LEQUAL);
|
||||
if (decal) {
|
||||
glDisable(GL_POLYGON_OFFSET_FILL);
|
||||
} else {
|
||||
glEnable(GL_POLYGON_OFFSET_FILL);
|
||||
}
|
||||
gfx_opengl_set_decal_uniforms(current_shader_program, decal);
|
||||
} else {
|
||||
gfx_opengl_set_decal_uniforms(current_shader_program, false);
|
||||
}
|
||||
|
||||
glBufferData(GL_ARRAY_BUFFER, sizeof(float) * buf_vbo_len, buf_vbo, GL_STREAM_DRAW);
|
||||
glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
|
||||
|
||||
if (current_depth_test && current_depth_mask) {
|
||||
depth_copy_dirty = true;
|
||||
}
|
||||
}
|
||||
|
||||
typedef void (APIENTRY *DEBUGPROC)(GLenum source,
|
||||
@@ -1122,6 +1279,11 @@ static void gfx_opengl_init(void) {
|
||||
gfx_framebuffers_enabled = false;
|
||||
}
|
||||
|
||||
depth_copy_supported = GLVersion.major >= 3 && gfx_opengl_supports_framebuffers() && glDrawBuffers && glReadBuffer;
|
||||
if (!depth_copy_supported) {
|
||||
sysLogPrintf(LOG_WARNING, "GL: depth buffer copies unsupported, decal edges will not be clipped");
|
||||
}
|
||||
|
||||
if ((GLVersion.major < 4 || GLVersion.minor < 4) && !GLAD_GL_ARB_texture_mirror_clamp_to_edge) {
|
||||
// GL_MIRROR_CLAMP_TO_EDGE unsupported
|
||||
gl_mirror_clamp = GL_MIRRORED_REPEAT;
|
||||
@@ -1455,6 +1617,7 @@ static void gfx_opengl_update_framebuffer_parameters(int fb_id, uint32_t width,
|
||||
fb.has_depth_buffer = has_depth_buffer;
|
||||
fb.msaa_level = msaa_level;
|
||||
fb.invert_y = opengl_invert_y;
|
||||
depth_copy_dirty = true;
|
||||
}
|
||||
|
||||
bool gfx_opengl_start_draw_to_framebuffer(int fb_id, float noise_scale) {
|
||||
@@ -1469,6 +1632,7 @@ bool gfx_opengl_start_draw_to_framebuffer(int fb_id, float noise_scale) {
|
||||
* GL implementation like Mesa/llvmpipe). */
|
||||
glBindFramebuffer(GL_FRAMEBUFFER, fb_id == 0 ? 0 : fb.fbo);
|
||||
current_framebuffer = fb_id;
|
||||
depth_copy_dirty = true;
|
||||
return true;
|
||||
} else {
|
||||
return false;
|
||||
@@ -1486,6 +1650,7 @@ void gfx_opengl_clear_framebuffer(bool clear_color, bool clear_depth) {
|
||||
if (clear_depth) {
|
||||
glDepthMask(GL_TRUE);
|
||||
mask |= GL_DEPTH_BUFFER_BIT;
|
||||
depth_copy_dirty = true;
|
||||
}
|
||||
glClear(mask);
|
||||
if (clear_depth) {
|
||||
@@ -1509,6 +1674,7 @@ void gfx_opengl_clear_region(bool clear_color, bool clear_depth, int x, int y, i
|
||||
if (clear_depth) {
|
||||
glDepthMask(GL_TRUE);
|
||||
mask |= GL_DEPTH_BUFFER_BIT;
|
||||
depth_copy_dirty = true;
|
||||
}
|
||||
glScissor(x, y, w, h);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
|
||||
Reference in new issue
Block a user