mirror of
https://github.com/citra-emu/citra.git
synced 2024-11-15 02:40:05 +00:00
rasterizer: Fixed a depth testing bug.
This commit is contained in:
parent
a806b420a6
commit
547da374b8
@ -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);
|
||||||
|
u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 +
|
||||||
v1.screenpos[2].ToFloat32() * w1 +
|
v1.screenpos[2].ToFloat32() * w1 +
|
||||||
v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
|
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;
|
||||||
|
Loading…
Reference in New Issue
Block a user