GL: Fix HW depth-buffering

This commit is contained in:
Jannik Vogel 2016-03-30 19:27:04 +02:00
parent 81f0cf1019
commit 5df381870d
3 changed files with 22 additions and 3 deletions

View file

@ -254,6 +254,11 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
SyncDepthModifiers(); SyncDepthModifiers();
break; break;
// Depth buffering
case PICA_REG_INDEX(depthmap_enable):
state.draw.shader_dirty = true;
break;
// Blending // Blending
case PICA_REG_INDEX(output_merger.alphablend_enable): case PICA_REG_INDEX(output_merger.alphablend_enable):
SyncBlendEnabled(); SyncBlendEnabled();
@ -865,9 +870,9 @@ void RasterizerOpenGL::SyncCullMode() {
void RasterizerOpenGL::SyncDepthModifiers() { void RasterizerOpenGL::SyncDepthModifiers() {
float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32(); float depth_scale = -Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_range).ToFloat32();
float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_near_plane).ToFloat32() / 2.0f; float depth_offset = Pica::float24::FromRaw(Pica::g_state.regs.viewport_depth_near_plane).ToFloat32();
// TODO: Implement scale modifier uniform_block_data.data.depth_scale = depth_scale;
uniform_block_data.data.depth_offset = depth_offset; uniform_block_data.data.depth_offset = depth_offset;
uniform_block_data.dirty = true; uniform_block_data.dirty = true;
} }

View file

@ -35,6 +35,8 @@ struct PicaShaderConfig {
PicaShaderConfig res; PicaShaderConfig res;
const auto& regs = Pica::g_state.regs; const auto& regs = Pica::g_state.regs;
res.depthmap_enable = regs.depthmap_enable;
res.alpha_test_func = regs.output_merger.alpha_test.enable ? res.alpha_test_func = regs.output_merger.alpha_test.enable ?
regs.output_merger.alpha_test.func.Value() : Pica::Regs::CompareFunc::Always; regs.output_merger.alpha_test.func.Value() : Pica::Regs::CompareFunc::Always;
@ -141,6 +143,8 @@ struct PicaShaderConfig {
return std::memcmp(this, &o, sizeof(PicaShaderConfig)) == 0; return std::memcmp(this, &o, sizeof(PicaShaderConfig)) == 0;
}; };
Pica::Regs::DepthBuffering depthmap_enable = Pica::Regs::DepthBuffering::WBuffering;
Pica::Regs::CompareFunc alpha_test_func = Pica::Regs::CompareFunc::Never; Pica::Regs::CompareFunc alpha_test_func = Pica::Regs::CompareFunc::Never;
std::array<Pica::Regs::TevStageConfig, 6> tev_stages = {}; std::array<Pica::Regs::TevStageConfig, 6> tev_stages = {};
u8 combiner_buffer_input = 0; u8 combiner_buffer_input = 0;
@ -303,6 +307,7 @@ private:
GLvec4 const_color[6]; GLvec4 const_color[6];
GLvec4 tev_combiner_buffer_color; GLvec4 tev_combiner_buffer_color;
GLint alphatest_ref; GLint alphatest_ref;
GLfloat depth_scale;
GLfloat depth_offset; GLfloat depth_offset;
alignas(16) GLvec3 lighting_global_ambient; alignas(16) GLvec3 lighting_global_ambient;
LightSrc light_src[8]; LightSrc light_src[8];

View file

@ -525,6 +525,7 @@ layout (std140) uniform shader_data {
vec4 const_color[NUM_TEV_STAGES]; vec4 const_color[NUM_TEV_STAGES];
vec4 tev_combiner_buffer_color; vec4 tev_combiner_buffer_color;
int alphatest_ref; int alphatest_ref;
float depth_scale;
float depth_offset; float depth_offset;
vec3 lighting_global_ambient; vec3 lighting_global_ambient;
LightSrc light_src[NUM_LIGHTS]; LightSrc light_src[NUM_LIGHTS];
@ -566,7 +567,15 @@ vec4 secondary_fragment_color = vec4(0.0);
} }
out += "color = last_tex_env_out;\n"; out += "color = last_tex_env_out;\n";
out += "gl_FragDepth = gl_FragCoord.z + depth_offset;\n}";
out += "float z_over_w = gl_FragCoord.z * 2.0 - 1.0;\n";
out += "float depth = z_over_w * depth_scale + depth_offset;\n";
if (config.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
out += "depth /= gl_FragCoord.w;\n";
}
out += "gl_FragDepth = depth;\n";
out += "}";
return out; return out;
} }