forked from Ports/perfect_dark
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0fd290c8c3
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0fd290c8c3 | ||
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b20abed21e | ||
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c4f12ad0a5 | ||
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60989596d5 | ||
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256323a109 | ||
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1e46e68933 |
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Vendored
+14
@@ -0,0 +1,14 @@
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{
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"clang-format.enable": false,
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"C_Cpp.clang_format_style": "none",
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"[c]": {
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"editor.formatOnSave": false,
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"editor.formatOnPaste": false,
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"editor.formatOnType": false
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},
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"[cpp]": {
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"editor.formatOnSave": false,
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"editor.formatOnPaste": false,
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"editor.formatOnType": false
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}
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}
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+160
-2
@@ -33,6 +33,10 @@ struct ShaderProgram {
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GLint frame_count_location;
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GLint noise_scale_location;
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GLint three_point_filter_locations[2];
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GLint decal_mode_location;
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GLint decal_scale_location;
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int decal_mode;
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float decal_scale;
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};
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struct Framebuffer {
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@@ -40,6 +44,8 @@ struct Framebuffer {
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bool has_depth_buffer;
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uint32_t msaa_level;
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bool invert_y;
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bool depth_copy_checked;
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bool depth_copy_failed;
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GLuint fbo, clrbuf, clrbuf_msaa, rbo;
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};
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@@ -58,6 +64,19 @@ static int current_anisotropy_level;
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static FilteringMode current_filter_mode = FILTER_LINEAR;
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static MipmapFilteringMode current_mipmap_filter_mode = MIPMAP_LINEAR;
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static bool current_textures_linear_filter[2] = {false, false};
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static struct ShaderProgram* current_shader_program;
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// N64 decal depth mode: pixels only pass when close to the stored depth, using a copy of the depth buffer
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#define DECAL_DEPTH_TEXTURE_UNIT 2
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// Height of the N64 frame; the RDP's depth slope tolerance is measured in N64 pixels
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#define DECAL_N64_SCREEN_HEIGHT 240.0f
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static bool depth_copy_supported;
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static bool depth_copy_dirty = true;
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static size_t depth_copy_source;
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static GLuint depth_copy_fbo, depth_copy_tex;
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static uint32_t depth_copy_width, depth_copy_height;
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static bool current_depth_test;
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static bool current_depth_decal;
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static int gl_glsl_version = 130;
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static char gl_glsl_version_str[16] = "130";
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@@ -120,6 +139,7 @@ static void gfx_opengl_unload_shader(struct ShaderProgram* old_prg) {
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static void gfx_opengl_load_shader(struct ShaderProgram* new_prg) {
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// if (!new_prg) return;
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current_shader_program = new_prg;
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glUseProgram(new_prg->opengl_program_id);
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gfx_opengl_vertex_array_set_attribs(new_prg);
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gfx_opengl_set_uniforms(new_prg);
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@@ -382,6 +402,9 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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append_line(fs_buf, &fs_len, "uniform int frame_count;");
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append_line(fs_buf, &fs_len, "uniform float noise_scale;");
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append_line(fs_buf, &fs_len, "uniform int uDecalMode;");
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append_line(fs_buf, &fs_len, "uniform highp float uDecalPixelScale;");
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append_line(fs_buf, &fs_len, "uniform highp sampler2D uDepthTex;");
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append_line(fs_buf, &fs_len, "float random(in vec3 value) {");
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append_line(fs_buf, &fs_len, " float random = dot(sin(value), vec3(12.9898, 78.233, 37.719));");
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@@ -442,6 +465,15 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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append_line(fs_buf, &fs_len, "void main() {");
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// RDP decal Z mode: pass only if |z - stored z| <= dz (the per-pixel depth slope), and never over cleared depth.
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// The slope is computed before anything can discard, since derivatives are undefined after a neighbor discards.
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append_line(fs_buf, &fs_len, " highp float decalSlope = fwidth(gl_FragCoord.z);");
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append_line(fs_buf, &fs_len, " if (uDecalMode != 0) {");
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append_line(fs_buf, &fs_len, " highp float storedZ = texelFetch(uDepthTex, ivec2(gl_FragCoord.xy), 0).r;");
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append_line(fs_buf, &fs_len, " highp float dz = max(decalSlope * uDecalPixelScale, 1.0 / 262144.0);");
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append_line(fs_buf, &fs_len, " if (storedZ >= 1.0 || abs(gl_FragCoord.z - storedZ) > dz) discard;");
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append_line(fs_buf, &fs_len, " }");
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for (int i = 0; i < 2; i++) {
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if (cc_features.used_textures[i]) {
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bool s = cc_features.clamp[i][0], t = cc_features.clamp[i][1];
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@@ -652,6 +684,14 @@ static struct ShaderProgram* gfx_opengl_create_and_load_new_shader(uint64_t shad
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prg->noise_scale_location = glGetUniformLocation(shader_program, "noise_scale");
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prg->three_point_filter_locations[0] = glGetUniformLocation(shader_program, "three_point_filter0");
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prg->three_point_filter_locations[1] = glGetUniformLocation(shader_program, "three_point_filter1");
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prg->decal_mode_location = glGetUniformLocation(shader_program, "uDecalMode");
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prg->decal_scale_location = glGetUniformLocation(shader_program, "uDecalPixelScale");
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prg->decal_mode = 0;
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prg->decal_scale = 0.0f;
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if (prg->decal_mode_location >= 0) {
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glUniform1i(prg->decal_mode_location, 0);
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glUniform1i(glGetUniformLocation(shader_program, "uDepthTex"), DECAL_DEPTH_TEXTURE_UNIT);
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}
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gfx_opengl_load_shader(prg);
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@@ -671,6 +711,7 @@ static void gfx_opengl_shader_get_info(struct ShaderProgram* prg, uint8_t* num_i
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static void gfx_opengl_clear_shaders(void) {
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glUseProgram(0);
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current_shader_program = nullptr;
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for (auto& pair : shader_program_pool) {
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glDeleteProgram(pair.second.opengl_program_id);
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}
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@@ -725,8 +766,8 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
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mipmaps = mipmaps && (current_mipmap_filter_mode != MIPMAP_DISABLED);
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const int mip_idx = mipmaps ? current_mipmap_filter_mode : 0;
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const GLint min_filter = linear_filter ? min_filters[current_filter_mode][mip_idx] : GL_NEAREST;
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const GLint max_filter = linear_filter && (current_filter_mode == FILTER_LINEAR) ? GL_LINEAR : GL_NEAREST;
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const GLint min_filter = linear_filter ? min_filters[current_filter_mode][mip_idx] : GL_LINEAR;
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const GLint max_filter = linear_filter && (current_filter_mode == FILTER_LINEAR) ? GL_LINEAR : GL_LINEAR;
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glActiveTexture(GL_TEXTURE0 + tile);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter);
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@@ -741,6 +782,9 @@ static void gfx_opengl_set_sampler_parameters(int tile, bool linear_filter, uint
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}
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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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current_depth_test = depth_test;
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current_depth_decal = depth_test && depth_compare && zmode == ZMODE_DEC;
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if (depth_test) {
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glEnable(GL_DEPTH_TEST);
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glDepthMask(depth_update ? GL_TRUE : GL_FALSE);
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@@ -810,10 +854,116 @@ static void gfx_opengl_set_use_alpha(bool use_alpha, bool modulate) {
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}
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}
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static bool gfx_opengl_update_depth_copy(void) {
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if (!depth_copy_supported) {
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return false;
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}
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Framebuffer& fb = framebuffers[current_framebuffer];
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if ((current_framebuffer != 0 && !fb.has_depth_buffer) || fb.depth_copy_failed) {
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return false;
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}
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if (!depth_copy_dirty && depth_copy_source == current_framebuffer && depth_copy_width == fb.width &&
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depth_copy_height == fb.height) {
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return true;
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}
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if (depth_copy_tex == 0 || depth_copy_width != fb.width || depth_copy_height != fb.height) {
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if (depth_copy_tex == 0) {
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glGenTextures(1, &depth_copy_tex);
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glGenFramebuffers(1, &depth_copy_fbo);
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}
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GLint active_texture;
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glGetIntegerv(GL_ACTIVE_TEXTURE, &active_texture);
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glActiveTexture(GL_TEXTURE0 + DECAL_DEPTH_TEXTURE_UNIT);
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glBindTexture(GL_TEXTURE_2D, depth_copy_tex);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, fb.width, fb.height, 0, GL_DEPTH_STENCIL,
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GL_UNSIGNED_INT_24_8, NULL);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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_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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glActiveTexture(active_texture);
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const GLenum no_draw_buffer = GL_NONE;
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glBindFramebuffer(GL_FRAMEBUFFER, depth_copy_fbo);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_TEXTURE_2D, depth_copy_tex, 0);
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glDrawBuffers(1, &no_draw_buffer);
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glReadBuffer(GL_NONE);
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depth_copy_width = fb.width;
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depth_copy_height = fb.height;
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}
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const bool check_errors = !fb.depth_copy_checked;
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if (check_errors) {
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for (int i = 0; i < 16 && glGetError() != GL_NO_ERROR; i++) {
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}
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}
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glDisable(GL_SCISSOR_TEST);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fb.fbo);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, depth_copy_fbo);
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glBlitFramebuffer(0, 0, fb.width, fb.height, 0, 0, fb.width, fb.height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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glBindFramebuffer(GL_FRAMEBUFFER, fb.fbo);
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glEnable(GL_SCISSOR_TEST);
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if (check_errors) {
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fb.depth_copy_checked = true;
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if (glGetError() != GL_NO_ERROR) {
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fb.depth_copy_failed = true;
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sysLogPrintf(LOG_WARNING, "GL: could not copy depth buffer of framebuffer %u, decal edges will not be clipped",
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(unsigned)current_framebuffer);
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return false;
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}
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}
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depth_copy_dirty = false;
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depth_copy_source = current_framebuffer;
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return true;
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}
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static void gfx_opengl_set_decal_uniforms(struct ShaderProgram* prg, bool enabled) {
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if (prg == nullptr || prg->decal_mode_location < 0) {
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return;
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}
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const int mode = enabled ? 1 : 0;
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if (prg->decal_mode != mode) {
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glUniform1i(prg->decal_mode_location, mode);
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prg->decal_mode = mode;
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}
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const float scale = framebuffers[current_framebuffer].height / DECAL_N64_SCREEN_HEIGHT;
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if (enabled && prg->decal_scale != scale) {
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glUniform1f(prg->decal_scale_location, scale);
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prg->decal_scale = scale;
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}
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}
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static void gfx_opengl_draw_triangles(float buf_vbo[], size_t buf_vbo_len, size_t buf_vbo_num_tris) {
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// printf("flushing %d tris\n", buf_vbo_num_tris);
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if (current_depth_decal) {
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// The shader replaces the depth test like the RDP does; fall back to polygon offset if depth can't be copied
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const bool decal = gfx_opengl_update_depth_copy();
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glDepthFunc(decal ? GL_ALWAYS : GL_LEQUAL);
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if (decal) {
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glDisable(GL_POLYGON_OFFSET_FILL);
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} else {
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glEnable(GL_POLYGON_OFFSET_FILL);
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}
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gfx_opengl_set_decal_uniforms(current_shader_program, decal);
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} else {
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gfx_opengl_set_decal_uniforms(current_shader_program, false);
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}
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * buf_vbo_len, buf_vbo, GL_STREAM_DRAW);
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glDrawArrays(GL_TRIANGLES, 0, 3 * buf_vbo_num_tris);
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if (current_depth_test && current_depth_mask) {
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depth_copy_dirty = true;
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}
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}
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typedef void (APIENTRY *DEBUGPROC)(GLenum source,
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@@ -990,6 +1140,11 @@ static void gfx_opengl_init(void) {
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gfx_framebuffers_enabled = false;
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}
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depth_copy_supported = GLVersion.major >= 3 && gfx_opengl_supports_framebuffers() && glDrawBuffers && glReadBuffer;
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if (!depth_copy_supported) {
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sysLogPrintf(LOG_WARNING, "GL: depth buffer copies unsupported, decal edges will not be clipped");
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}
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if ((GLVersion.major < 4 || GLVersion.minor < 4) && !GLAD_GL_ARB_texture_mirror_clamp_to_edge) {
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// GL_MIRROR_CLAMP_TO_EDGE unsupported
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gl_mirror_clamp = GL_MIRRORED_REPEAT;
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@@ -1138,6 +1293,7 @@ static void gfx_opengl_update_framebuffer_parameters(int fb_id, uint32_t width,
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fb.has_depth_buffer = has_depth_buffer;
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fb.msaa_level = msaa_level;
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fb.invert_y = opengl_invert_y;
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depth_copy_dirty = true;
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}
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bool gfx_opengl_start_draw_to_framebuffer(int fb_id, float noise_scale) {
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@@ -1148,6 +1304,7 @@ bool gfx_opengl_start_draw_to_framebuffer(int fb_id, float noise_scale) {
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}
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glBindFramebuffer(GL_FRAMEBUFFER, fb.fbo);
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current_framebuffer = fb_id;
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depth_copy_dirty = true;
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return true;
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} else {
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return false;
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@@ -1165,6 +1322,7 @@ void gfx_opengl_clear_framebuffer(bool clear_color, bool clear_depth) {
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if (clear_depth) {
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glDepthMask(GL_TRUE);
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mask |= GL_DEPTH_BUFFER_BIT;
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depth_copy_dirty = true;
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}
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glClear(mask);
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if (clear_depth) {
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+1
-1
@@ -1996,7 +1996,7 @@ MenuItemHandlerResult menuhandlerMissionList(s32 operation, struct menuitem *ite
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texSelect(&gdl, g_TexGeneralConfigs + 13 + stageindex, 2, 0, 2, true, NULL);
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gDPSetCycleType(gdl++, G_CYC_1CYCLE);
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gDPSetCombineMode(gdl++, G_CC_CUSTOM_00, G_CC_CUSTOM_00);
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gDPSetTextureFilter(gdl++, G_TF_POINT);
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gDPSetTextureFilter(gdl++, G_TF_AVERAGE);
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gDPSetEnvColorViaWord(gdl++, 0xffffff00 | ((renderdata->colour & 0xff) * 255 / 256));
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#else
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texSelect(&gdl, g_TexGeneralConfigs + 13 + stageindex, 1, 0, 2, true, NULL);
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Reference in new issue
Block a user