rasterizer: Fixed a depth testing bug.

master
bunnei 2015-05-06 23:04:30 +07:00
parent a806b420a6
commit 547da374b8
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;