rasterizer: Fixed a depth testing bug.
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		| @@ -452,9 +452,7 @@ struct Regs { | |||||||
|         D24S8  = 3 |         D24S8  = 3 | ||||||
|     }; |     }; | ||||||
|  |  | ||||||
|     /* |     // Returns the number of bytes in the specified depth format | ||||||
|      * Returns the number of bytes in the specified depth format |  | ||||||
|      */ |  | ||||||
|     static u32 BytesPerDepthPixel(DepthFormat format) { |     static u32 BytesPerDepthPixel(DepthFormat format) { | ||||||
|         switch (format) { |         switch (format) { | ||||||
|         case DepthFormat::D16: |         case DepthFormat::D16: | ||||||
| @@ -469,6 +467,20 @@ struct Regs { | |||||||
|         } |         } | ||||||
|     } |     } | ||||||
|  |  | ||||||
|  |     // Returns the number of bits per depth component of the specified depth format | ||||||
|  |     static u32 DepthBitsPerPixel(DepthFormat format) { | ||||||
|  |         switch (format) { | ||||||
|  |         case DepthFormat::D16: | ||||||
|  |             return 16; | ||||||
|  |         case DepthFormat::D24: | ||||||
|  |         case DepthFormat::D24S8: | ||||||
|  |             return 24; | ||||||
|  |         default: | ||||||
|  |             LOG_CRITICAL(HW_GPU, "Unknown depth format %u", format); | ||||||
|  |             UNIMPLEMENTED(); | ||||||
|  |         } | ||||||
|  |     } | ||||||
|  |  | ||||||
|     struct { |     struct { | ||||||
|         // Components are laid out in reverse byte order, most significant bits first. |         // Components are laid out in reverse byte order, most significant bits first. | ||||||
|         enum ColorFormat : u32 { |         enum ColorFormat : u32 { | ||||||
|   | |||||||
| @@ -643,9 +643,10 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0, | |||||||
|  |  | ||||||
|             // TODO: Does depth indeed only get written even if depth testing is enabled? |             // TODO: Does depth indeed only get written even if depth testing is enabled? | ||||||
|             if (registers.output_merger.depth_test_enable) { |             if (registers.output_merger.depth_test_enable) { | ||||||
|                 u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 + |                 unsigned num_bits = Pica::Regs::DepthBitsPerPixel(registers.framebuffer.depth_format); | ||||||
|                             v1.screenpos[2].ToFloat32() * w1 + |                 u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 + | ||||||
|                             v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum); |                                v1.screenpos[2].ToFloat32() * w1 + | ||||||
|  |                                v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum); | ||||||
|                 u32 ref_z = GetDepth(x >> 4, y >> 4); |                 u32 ref_z = GetDepth(x >> 4, y >> 4); | ||||||
|  |  | ||||||
|                 bool pass = false; |                 bool pass = false; | ||||||
|   | |||||||
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