OGL: Change the depth buffer type to GL_FLOAT.

This commit is contained in:
Jules Blok
2015-05-06 21:31:05 +02:00
parent c4f85a38e6
commit 4b2e04b862
3 changed files with 20 additions and 17 deletions

View File

@ -914,7 +914,7 @@ void ClearEFBCache()
}
}
void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const u32* data)
void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRectangle& efbPixelRc, const TargetRectangle& targetPixelRc, const void* data)
{
u32 cacheType = (type == PEEK_Z ? 0 : 1);
@ -936,7 +936,18 @@ void Renderer::UpdateEFBCache(EFBAccessType type, u32 cacheRectIdx, const EFBRec
u32 xEFB = efbPixelRc.left + xCache;
u32 xPixel = (EFBToScaledX(xEFB) + EFBToScaledX(xEFB + 1)) / 2;
u32 xData = xPixel - targetPixelRc.left;
s_efbCache[cacheType][cacheRectIdx][yCache * EFB_CACHE_RECT_SIZE + xCache] = data[yData * targetPixelRcWidth + xData];
u32 value;
if (type == PEEK_Z)
{
float* ptr = (float*)data;
value = (u32)(ptr[yData * targetPixelRcWidth + xData] * 16777216.0f);
}
else
{
u32* ptr = (u32*)data;
value = ptr[yData * targetPixelRcWidth + xData];
}
s_efbCache[cacheType][cacheRectIdx][yCache * EFB_CACHE_RECT_SIZE + xCache] = value;
}
}
@ -1005,10 +1016,10 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
g_renderer->RestoreAPIState();
}
u32* depthMap = new u32[targetPixelRcWidth * targetPixelRcHeight];
float* depthMap = new float[targetPixelRcWidth * targetPixelRcHeight];
glReadPixels(targetPixelRc.left, targetPixelRc.bottom, targetPixelRcWidth, targetPixelRcHeight,
GL_DEPTH_COMPONENT, GL_UNSIGNED_INT, depthMap);
GL_DEPTH_COMPONENT, GL_FLOAT, depthMap);
UpdateEFBCache(type, cacheRectIdx, efbPixelRc, targetPixelRc, depthMap);
@ -1019,18 +1030,10 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
u32 yRect = y % EFB_CACHE_RECT_SIZE;
z = s_efbCache[0][cacheRectIdx][yRect * EFB_CACHE_RECT_SIZE + xRect];
// Scale the 32-bit value returned by glReadPixels to a 24-bit
// value (GC uses a 24-bit Z-buffer).
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
// if Z is in 16 bit format you must return a 16 bit integer
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
z = z >> 16;
}
else
{
z = z >> 8;
}
return z;
}