diff --git a/src/common/math_util.h b/src/common/math_util.h index 4b0910741e..d44b06e746 100644 --- a/src/common/math_util.h +++ b/src/common/math_util.h @@ -12,7 +12,7 @@ namespace MathUtil { inline bool IntervalsIntersect(unsigned start0, unsigned length0, unsigned start1, unsigned length1) { - return (std::max(start0, start1) <= std::min(start0 + length0, start1 + length1)); + return (std::max(start0, start1) < std::min(start0 + length0, start1 + length1)); } template diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index d31c46cca3..518f79331e 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -94,14 +94,27 @@ void RasterizerOpenGL::InitObjects() { // Create textures for OGL framebuffer that will be rendered to, initially 1x1 to succeed in framebuffer creation fb_color_texture.texture.Create(); ReconfigureColorTexture(fb_color_texture, Pica::Regs::ColorFormat::RGBA8, 1, 1); + + state.texture_units[0].enabled_2d = true; + state.texture_units[0].texture_2d = fb_color_texture.texture.handle; + state.Apply(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_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); + state.texture_units[0].texture_2d = 0; + state.Apply(); + fb_depth_texture.texture.Create(); ReconfigureDepthTexture(fb_depth_texture, Pica::Regs::DepthFormat::D16, 1, 1); + + state.texture_units[0].enabled_2d = true; + state.texture_units[0].texture_2d = fb_depth_texture.texture.handle; + state.Apply(); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, 0); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); @@ -110,14 +123,13 @@ void RasterizerOpenGL::InitObjects() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_NONE); + state.texture_units[0].texture_2d = 0; + state.Apply(); + // Configure OpenGL framebuffer framebuffer.Create(); state.draw.framebuffer = framebuffer.handle; - - // Unbind texture to allow binding to framebuffer - state.texture_units[0].enabled_2d = true; - state.texture_units[0].texture_2d = 0; state.Apply(); glActiveTexture(GL_TEXTURE0); @@ -205,7 +217,19 @@ void RasterizerOpenGL::DrawTriangles() { vertex_batch.clear(); - // TODO: Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture + // Flush the resource cache at the current depth and color framebuffer addresses for render-to-texture + const auto& regs = Pica::g_state.regs; + + PAddr cur_fb_color_addr = regs.framebuffer.GetColorBufferPhysicalAddress(); + u32 cur_fb_color_size = Pica::Regs::BytesPerColorPixel(regs.framebuffer.color_format) + * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight(); + + PAddr cur_fb_depth_addr = regs.framebuffer.GetDepthBufferPhysicalAddress(); + u32 cur_fb_depth_size = Pica::Regs::BytesPerDepthPixel(regs.framebuffer.depth_format) + * regs.framebuffer.GetWidth() * regs.framebuffer.GetHeight(); + + res_cache.NotifyFlush(cur_fb_color_addr, cur_fb_color_size); + res_cache.NotifyFlush(cur_fb_depth_addr, cur_fb_depth_size); } void RasterizerOpenGL::CommitFramebuffer() { @@ -472,6 +496,9 @@ void RasterizerOpenGL::ReconfigureColorTexture(TextureInfo& texture, Pica::Regs: glActiveTexture(GL_TEXTURE0); glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0, texture.gl_format, texture.gl_type, nullptr); + + state.texture_units[0].texture_2d = 0; + state.Apply(); } void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica::Regs::DepthFormat format, u32 width, u32 height) { @@ -491,7 +518,7 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica:: case Pica::Regs::DepthFormat::D24: internal_format = GL_DEPTH_COMPONENT24; texture.gl_format = GL_DEPTH_COMPONENT; - texture.gl_type = GL_UNSIGNED_INT_24_8; + texture.gl_type = GL_UNSIGNED_INT; break; case Pica::Regs::DepthFormat::D24S8: @@ -513,6 +540,9 @@ void RasterizerOpenGL::ReconfigureDepthTexture(DepthTextureInfo& texture, Pica:: glActiveTexture(GL_TEXTURE0); glTexImage2D(GL_TEXTURE_2D, 0, internal_format, texture.width, texture.height, 0, texture.gl_format, texture.gl_type, nullptr); + + state.texture_units[0].texture_2d = 0; + state.Apply(); } void RasterizerOpenGL::SyncFramebuffer() { @@ -652,6 +682,10 @@ void RasterizerOpenGL::SyncDepthTest() { const auto& regs = Pica::g_state.regs; state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1); state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func); + state.color_mask.red_enabled = regs.output_merger.red_enable; + state.color_mask.green_enabled = regs.output_merger.green_enable; + state.color_mask.blue_enabled = regs.output_merger.blue_enable; + state.color_mask.alpha_enabled = regs.output_merger.alpha_enable; state.depth.write_mask = regs.output_merger.depth_write_enable ? GL_TRUE : GL_FALSE; } @@ -759,10 +793,10 @@ void RasterizerOpenGL::ReloadColorBuffer() { for (int x = 0; x < fb_color_texture.width; ++x) { const u32 coarse_y = y & ~7; u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; - u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; + u32 gl_pixel_index = (x + y * fb_color_texture.width) * bytes_per_pixel; u8* pixel = color_buffer + dst_offset; - memcpy(&temp_fb_color_buffer[gl_px_idx], pixel, bytes_per_pixel); + memcpy(&temp_fb_color_buffer[gl_pixel_index], pixel, bytes_per_pixel); } } @@ -773,6 +807,9 @@ void RasterizerOpenGL::ReloadColorBuffer() { glActiveTexture(GL_TEXTURE0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_color_texture.width, fb_color_texture.height, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_fb_color_buffer.get()); + + state.texture_units[0].texture_2d = 0; + state.Apply(); } void RasterizerOpenGL::ReloadDepthBuffer() { @@ -790,29 +827,29 @@ void RasterizerOpenGL::ReloadDepthBuffer() { std::unique_ptr temp_fb_depth_buffer(new u8[fb_depth_texture.width * fb_depth_texture.height * gl_bpp]); - for (int y = 0; y < fb_depth_texture.height; ++y) { - for (int x = 0; x < fb_depth_texture.width; ++x) { - const u32 coarse_y = y & ~7; - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; - u32 gl_px_idx = x + y * fb_depth_texture.width; + u8* temp_fb_depth_data = bytes_per_pixel == 3 ? (temp_fb_depth_buffer.get() + 1) : temp_fb_depth_buffer.get(); - switch (fb_depth_texture.format) { - case Pica::Regs::DepthFormat::D16: - ((u16*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD16(depth_buffer + dst_offset); - break; - case Pica::Regs::DepthFormat::D24: - ((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = Color::DecodeD24(depth_buffer + dst_offset); - break; - case Pica::Regs::DepthFormat::D24S8: - { - Math::Vec2 depth_stencil = Color::DecodeD24S8(depth_buffer + dst_offset); - ((u32*)temp_fb_depth_buffer.get())[gl_px_idx] = (depth_stencil.x << 8) | depth_stencil.y; - break; + if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) { + for (int y = 0; y < fb_depth_texture.height; ++y) { + for (int x = 0; x < fb_depth_texture.width; ++x) { + const u32 coarse_y = y & ~7; + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; + u32 gl_pixel_index = (x + y * fb_depth_texture.width); + + u8* pixel = depth_buffer + dst_offset; + u32 depth_stencil = *(u32*)pixel; + ((u32*)temp_fb_depth_data)[gl_pixel_index] = (depth_stencil << 8) | (depth_stencil >> 24); } - default: - LOG_CRITICAL(Render_OpenGL, "Unknown memory framebuffer depth format %x", fb_depth_texture.format); - UNIMPLEMENTED(); - break; + } + } else { + for (int y = 0; y < fb_depth_texture.height; ++y) { + for (int x = 0; x < fb_depth_texture.width; ++x) { + const u32 coarse_y = y & ~7; + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; + u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp; + + u8* pixel = depth_buffer + dst_offset; + memcpy(&temp_fb_depth_data[gl_pixel_index], pixel, bytes_per_pixel); } } } @@ -824,6 +861,9 @@ void RasterizerOpenGL::ReloadDepthBuffer() { glActiveTexture(GL_TEXTURE0); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, fb_depth_texture.width, fb_depth_texture.height, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_fb_depth_buffer.get()); + + state.texture_units[0].texture_2d = 0; + state.Apply(); } void RasterizerOpenGL::CommitColorBuffer() { @@ -842,15 +882,18 @@ void RasterizerOpenGL::CommitColorBuffer() { glActiveTexture(GL_TEXTURE0); glGetTexImage(GL_TEXTURE_2D, 0, fb_color_texture.gl_format, fb_color_texture.gl_type, temp_gl_color_buffer.get()); + state.texture_units[0].texture_2d = 0; + state.Apply(); + // Directly copy pixels. Internal OpenGL color formats are consistent so no conversion is necessary. for (int y = 0; y < fb_color_texture.height; ++y) { for (int x = 0; x < fb_color_texture.width; ++x) { const u32 coarse_y = y & ~7; u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_color_texture.width * bytes_per_pixel; - u32 gl_px_idx = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; + u32 gl_pixel_index = x * bytes_per_pixel + y * fb_color_texture.width * bytes_per_pixel; u8* pixel = color_buffer + dst_offset; - memcpy(pixel, &temp_gl_color_buffer[gl_px_idx], bytes_per_pixel); + memcpy(pixel, &temp_gl_color_buffer[gl_pixel_index], bytes_per_pixel); } } } @@ -877,29 +920,32 @@ void RasterizerOpenGL::CommitDepthBuffer() { glActiveTexture(GL_TEXTURE0); glGetTexImage(GL_TEXTURE_2D, 0, fb_depth_texture.gl_format, fb_depth_texture.gl_type, temp_gl_depth_buffer.get()); - for (int y = 0; y < fb_depth_texture.height; ++y) { - for (int x = 0; x < fb_depth_texture.width; ++x) { - const u32 coarse_y = y & ~7; - u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; - u32 gl_px_idx = x + y * fb_depth_texture.width; + state.texture_units[0].texture_2d = 0; + state.Apply(); - switch (fb_depth_texture.format) { - case Pica::Regs::DepthFormat::D16: - Color::EncodeD16(((u16*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset); - break; - case Pica::Regs::DepthFormat::D24: - Color::EncodeD24(((u32*)temp_gl_depth_buffer.get())[gl_px_idx], depth_buffer + dst_offset); - break; - case Pica::Regs::DepthFormat::D24S8: - { - u32 depth_stencil = ((u32*)temp_gl_depth_buffer.get())[gl_px_idx]; - Color::EncodeD24S8((depth_stencil >> 8), depth_stencil & 0xFF, depth_buffer + dst_offset); - break; + u8* temp_gl_depth_data = bytes_per_pixel == 3 ? (temp_gl_depth_buffer.get() + 1) : temp_gl_depth_buffer.get(); + + if (fb_depth_texture.format == Pica::Regs::DepthFormat::D24S8) { + for (int y = 0; y < fb_depth_texture.height; ++y) { + for (int x = 0; x < fb_depth_texture.width; ++x) { + const u32 coarse_y = y & ~7; + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; + u32 gl_pixel_index = (x + y * fb_depth_texture.width); + + u8* pixel = depth_buffer + dst_offset; + u32 depth_stencil = ((u32*)temp_gl_depth_data)[gl_pixel_index]; + *(u32*)pixel = (depth_stencil >> 8) | (depth_stencil << 24); } - default: - LOG_CRITICAL(Render_OpenGL, "Unknown framebuffer depth format %x", fb_depth_texture.format); - UNIMPLEMENTED(); - break; + } + } else { + for (int y = 0; y < fb_depth_texture.height; ++y) { + for (int x = 0; x < fb_depth_texture.width; ++x) { + const u32 coarse_y = y & ~7; + u32 dst_offset = VideoCore::GetMortonOffset(x, y, bytes_per_pixel) + coarse_y * fb_depth_texture.width * bytes_per_pixel; + u32 gl_pixel_index = (x + y * fb_depth_texture.width) * gl_bpp; + + u8* pixel = depth_buffer + dst_offset; + memcpy(pixel, &temp_gl_depth_data[gl_pixel_index], bytes_per_pixel); } } } diff --git a/src/video_core/renderer_opengl/gl_state.cpp b/src/video_core/renderer_opengl/gl_state.cpp index 9c5f38f946..3526e16d50 100644 --- a/src/video_core/renderer_opengl/gl_state.cpp +++ b/src/video_core/renderer_opengl/gl_state.cpp @@ -16,6 +16,11 @@ OpenGLState::OpenGLState() { depth.test_func = GL_LESS; depth.write_mask = GL_TRUE; + color_mask.red_enabled = GL_TRUE; + color_mask.green_enabled = GL_TRUE; + color_mask.blue_enabled = GL_TRUE; + color_mask.alpha_enabled = GL_TRUE; + stencil.test_enabled = false; stencil.test_func = GL_ALWAYS; stencil.test_ref = 0; @@ -77,6 +82,15 @@ void OpenGLState::Apply() { glDepthMask(depth.write_mask); } + // Color mask + if (color_mask.red_enabled != cur_state.color_mask.red_enabled || + color_mask.green_enabled != cur_state.color_mask.green_enabled || + color_mask.blue_enabled != cur_state.color_mask.blue_enabled || + color_mask.alpha_enabled != cur_state.color_mask.alpha_enabled) { + glColorMask(color_mask.red_enabled, color_mask.green_enabled, + color_mask.blue_enabled, color_mask.alpha_enabled); + } + // Stencil test if (stencil.test_enabled != cur_state.stencil.test_enabled) { if (stencil.test_enabled) { @@ -87,8 +101,8 @@ void OpenGLState::Apply() { } if (stencil.test_func != cur_state.stencil.test_func || - stencil.test_ref != cur_state.stencil.test_ref || - stencil.test_mask != cur_state.stencil.test_mask) { + stencil.test_ref != cur_state.stencil.test_ref || + stencil.test_mask != cur_state.stencil.test_mask) { glStencilFunc(stencil.test_func, stencil.test_ref, stencil.test_mask); } @@ -112,17 +126,19 @@ void OpenGLState::Apply() { } if (blend.color.red != cur_state.blend.color.red || - blend.color.green != cur_state.blend.color.green || - blend.color.blue != cur_state.blend.color.blue || - blend.color.alpha != cur_state.blend.color.alpha) { - glBlendColor(blend.color.red, blend.color.green, blend.color.blue, blend.color.alpha); + blend.color.green != cur_state.blend.color.green || + blend.color.blue != cur_state.blend.color.blue || + blend.color.alpha != cur_state.blend.color.alpha) { + glBlendColor(blend.color.red, blend.color.green, + blend.color.blue, blend.color.alpha); } if (blend.src_rgb_func != cur_state.blend.src_rgb_func || - blend.dst_rgb_func != cur_state.blend.dst_rgb_func || - blend.src_a_func != cur_state.blend.src_a_func || - blend.dst_a_func != cur_state.blend.dst_a_func) { - glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, blend.src_a_func, blend.dst_a_func); + blend.dst_rgb_func != cur_state.blend.dst_rgb_func || + blend.src_a_func != cur_state.blend.src_a_func || + blend.dst_a_func != cur_state.blend.dst_a_func) { + glBlendFuncSeparate(blend.src_rgb_func, blend.dst_rgb_func, + blend.src_a_func, blend.dst_a_func); } if (logic_op != cur_state.logic_op) { diff --git a/src/video_core/renderer_opengl/gl_state.h b/src/video_core/renderer_opengl/gl_state.h index 6b97721d64..26b916360d 100644 --- a/src/video_core/renderer_opengl/gl_state.h +++ b/src/video_core/renderer_opengl/gl_state.h @@ -19,6 +19,13 @@ public: GLboolean write_mask; // GL_DEPTH_WRITEMASK } depth; + struct { + GLboolean red_enabled; + GLboolean green_enabled; + GLboolean blue_enabled; + GLboolean alpha_enabled; + } color_mask; // GL_COLOR_WRITEMASK + struct { bool test_enabled; // GL_STENCIL_TEST GLenum test_func; // GL_STENCIL_FUNC diff --git a/src/video_core/renderer_opengl/renderer_opengl.cpp b/src/video_core/renderer_opengl/renderer_opengl.cpp index 382aeaa05c..058ad12cdf 100644 --- a/src/video_core/renderer_opengl/renderer_opengl.cpp +++ b/src/video_core/renderer_opengl/renderer_opengl.cpp @@ -170,6 +170,9 @@ void RendererOpenGL::LoadFBToActiveGLTexture(const GPU::Regs::FramebufferConfig& texture.gl_format, texture.gl_type, framebuffer_data); glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + + state.texture_units[0].texture_2d = 0; + state.Apply(); } /** @@ -239,6 +242,9 @@ void RendererOpenGL::InitOpenGLObjects() { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } + state.texture_units[0].texture_2d = 0; + state.Apply(); + hw_rasterizer->InitObjects(); }