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@ -396,12 +396,39 @@ void ProcessTriangle(const VertexShader::OutputVertex& v0,
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combiner_output = Math::MakeVec(color_output, alpha_output);
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}
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// TODO: Not sure if the multiplication by 65535 has already been taken care
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// of when transforming to screen coordinates or not.
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u16 z = (u16)(((float)v0.screenpos[2].ToFloat32() * w0 +
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(float)v1.screenpos[2].ToFloat32() * w1 +
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(float)v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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SetDepth(x >> 4, y >> 4, z);
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// TODO: Does depth indeed only get written even if depth testing is enabled?
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if (registers.output_merger.depth_test_enable) {
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u16 z = (u16)(-((float)v0.screenpos[2].ToFloat32() * w0 +
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(float)v1.screenpos[2].ToFloat32() * w1 +
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(float)v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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u16 ref_z = GetDepth(x >> 4, y >> 4);
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bool pass = false;
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switch (registers.output_merger.depth_test_func) {
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case registers.output_merger.Always:
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pass = true;
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break;
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case registers.output_merger.LessThan:
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pass = z < ref_z;
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break;
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case registers.output_merger.GreaterThan:
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pass = z > ref_z;
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break;
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default:
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LOG_ERROR(HW_GPU, "Unknown depth test function %x", registers.output_merger.depth_test_func.Value());
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break;
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}
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if (!pass)
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continue;
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if (registers.output_merger.depth_write_enable)
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SetDepth(x >> 4, y >> 4, z);
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}
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DrawPixel(x >> 4, y >> 4, combiner_output);
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}
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