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fix WriteDepthBuffer and scissoring
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9526ff37b9
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bff084c233
@ -433,6 +433,19 @@ void GLGSRender::WriteDepthBuffer()
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glReadPixels(0, 0, RSXThread::m_width, RSXThread::m_height, GL_DEPTH_COMPONENT, GL_UNSIGNED_BYTE, &Memory[address]);
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checkForGlError("glReadPixels");
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//TODO
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//buffer rotating
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static Array<u8> pixels;
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pixels.SetCount(RSXThread::m_width * RSXThread::m_height);
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u8* src = (u8*)Memory.VirtualToRealAddr(address);
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for(u32 y=0; y<RSXThread::m_height; ++y)
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{
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memcpy(pixels + (RSXThread::m_height - y - 1) * RSXThread::m_width, src + y * RSXThread::m_width, RSXThread::m_width);
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}
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memcpy(&Memory[address], pixels.GetPtr(), pixels.GetCount());
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GLuint depth_tex;
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glGenTextures(1, &depth_tex);
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glBindTexture(GL_TEXTURE_2D, depth_tex);
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@ -1029,6 +1042,12 @@ void GLGSRender::ExecCMD()
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void GLGSRender::Flip()
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{
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if(m_set_scissor_horizontal && m_set_scissor_vertical)
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{
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glScissor(0, 0, RSXThread::m_width, RSXThread::m_height);
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checkForGlError("glScissor");
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}
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if(m_read_buffer)
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{
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gcmBuffer* buffers = (gcmBuffer*)Memory.GetMemFromAddr(m_gcm_buffers_addr);
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@ -1072,4 +1091,10 @@ void GLGSRender::Flip()
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if(m_fbo.IsCreated())
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m_fbo.Bind();
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if(m_set_scissor_horizontal && m_set_scissor_vertical)
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{
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glScissor(m_scissor_x, RSXThread::m_height-m_scissor_y-m_scissor_h, m_scissor_w, m_scissor_h);
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checkForGlError("glScissor");
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}
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}
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