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	Pica: Write depth value even when depth test is disabled
This has been confirmed on hardware. Fixes Etrian Odyssey IV.
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					 2 changed files with 12 additions and 10 deletions
				
			
		|  | @ -858,12 +858,12 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||
|                 } | ||||
|             } | ||||
| 
 | ||||
|             // TODO: Does depth indeed only get written even if depth testing is enabled?
 | ||||
|             unsigned num_bits = Regs::DepthBitsPerPixel(regs.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); | ||||
| 
 | ||||
|             if (output_merger.depth_test_enable) { | ||||
|                 unsigned num_bits = Regs::DepthBitsPerPixel(regs.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; | ||||
|  | @ -907,11 +907,11 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, | |||
|                         UpdateStencil(stencil_test.action_depth_fail); | ||||
|                     continue; | ||||
|                 } | ||||
| 
 | ||||
|                 if (output_merger.depth_write_enable) | ||||
|                     SetDepth(x >> 4, y >> 4, z); | ||||
|             } | ||||
| 
 | ||||
|             if (output_merger.depth_write_enable) | ||||
|                 SetDepth(x >> 4, y >> 4, z); | ||||
| 
 | ||||
|             // The stencil depth_pass action is executed even if depth testing is disabled
 | ||||
|             if (stencil_action_enable) | ||||
|                 UpdateStencil(stencil_test.action_depth_pass); | ||||
|  |  | |||
|  | @ -887,8 +887,10 @@ void RasterizerOpenGL::SyncStencilTest() { | |||
| 
 | ||||
| void RasterizerOpenGL::SyncDepthTest() { | ||||
|     const auto& regs = Pica::g_state.regs; | ||||
|     state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1); | ||||
|     state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func); | ||||
|     state.depth.test_enabled = regs.output_merger.depth_test_enable  == 1 || | ||||
|                                regs.output_merger.depth_write_enable == 1; | ||||
|     state.depth.test_func = regs.output_merger.depth_test_enable == 1 ? | ||||
|                             PicaToGL::CompareFunc(regs.output_merger.depth_test_func) : GL_ALWAYS; | ||||
|     state.color_mask.red_enabled = regs.output_merger.red_enable; | ||||
|     state.color_mask.green_enabled = regs.output_merger.green_enable; | ||||
|     state.color_mask.blue_enabled = regs.output_merger.blue_enable; | ||||
|  |  | |||
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