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	rasterizer: Fixed a depth testing bug.
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					 2 changed files with 19 additions and 6 deletions
				
			
		|  | @ -452,9 +452,7 @@ struct Regs { | |||
|         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) { | ||||
|         switch (format) { | ||||
|         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 { | ||||
|         // Components are laid out in reverse byte order, most significant bits first.
 | ||||
|         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?
 | ||||
|             if (registers.output_merger.depth_test_enable) { | ||||
|                 u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 + | ||||
|                             v1.screenpos[2].ToFloat32() * w1 + | ||||
|                             v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum); | ||||
|                 unsigned num_bits = Pica::Regs::DepthBitsPerPixel(registers.framebuffer.depth_format); | ||||
|                 u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 + | ||||
|                                v1.screenpos[2].ToFloat32() * w1 + | ||||
|                                v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum); | ||||
|                 u32 ref_z = GetDepth(x >> 4, y >> 4); | ||||
| 
 | ||||
|                 bool pass = false; | ||||
|  |  | |||
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