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@ -398,6 +398,26 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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float24::FromFloat32(static_cast<float>(w2)));
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float24 interpolated_w_inverse = float24::FromFloat32(1.0f) / Math::Dot(w_inverse, baricentric_coordinates);
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// interpolated_z = z / w
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float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) / wsum;
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// Not fully accurate. About 3 bits in precision are missing.
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// Z-Buffer (z / w * scale + offset)
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float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32();
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float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32();
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float depth = interpolated_z_over_w * depth_scale + depth_offset;
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// Potentially switch to W-Buffer
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if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
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// W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
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depth *= interpolated_w_inverse.ToFloat32() * wsum;
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}
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// Clamp the result
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depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
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// Perspective correct attribute interpolation:
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// Attribute values cannot be calculated by simple linear interpolation since
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// they are not linear in screen space. For example, when interpolating a
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@ -833,6 +853,38 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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continue;
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}
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// Apply fog combiner
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// Not fully accurate. We'd have to know what data type is used to
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// store the depth etc. Using float for now until we know more
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// about Pica datatypes
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if (regs.fog_mode == Regs::FogMode::Fog) {
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const Math::Vec3<u8> fog_color = {
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static_cast<u8>(regs.fog_color.r.Value()),
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static_cast<u8>(regs.fog_color.g.Value()),
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static_cast<u8>(regs.fog_color.b.Value()),
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};
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// Get index into fog LUT
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float fog_index;
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if (g_state.regs.fog_flip) {
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fog_index = (1.0f - depth) * 128.0f;
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} else {
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fog_index = depth * 128.0f;
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}
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// Generate clamped fog factor from LUT for given fog index
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float fog_i = MathUtil::Clamp(floorf(fog_index), 0.0f, 127.0f);
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float fog_f = fog_index - fog_i;
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const auto& fog_lut_entry = g_state.fog.lut[static_cast<unsigned int>(fog_i)];
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float fog_factor = (fog_lut_entry.value + fog_lut_entry.difference * fog_f) / 2047.0f; // This is signed fixed point 1.11
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fog_factor = MathUtil::Clamp(fog_factor, 0.0f, 1.0f);
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// Blend the fog
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for (unsigned i = 0; i < 3; i++) {
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combiner_output[i] = fog_factor * combiner_output[i] + (1.0f - fog_factor) * fog_color[i];
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}
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}
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u8 old_stencil = 0;
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auto UpdateStencil = [stencil_test, x, y, &old_stencil](Pica::Regs::StencilAction action) {
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@ -887,27 +939,6 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
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}
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}
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// interpolated_z = z / w
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float interpolated_z_over_w = (v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) / wsum;
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// Not fully accurate. About 3 bits in precision are missing.
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// Z-Buffer (z / w * scale + offset)
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float depth_scale = float24::FromRaw(regs.viewport_depth_range).ToFloat32();
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float depth_offset = float24::FromRaw(regs.viewport_depth_near_plane).ToFloat32();
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float depth = interpolated_z_over_w * depth_scale + depth_offset;
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// Potentially switch to W-Buffer
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if (regs.depthmap_enable == Pica::Regs::DepthBuffering::WBuffering) {
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// W-Buffer (z * scale + w * offset = (z / w * scale + offset) * w)
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depth *= interpolated_w_inverse.ToFloat32() * wsum;
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}
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// Clamp the result
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depth = MathUtil::Clamp(depth, 0.0f, 1.0f);
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// Convert float to integer
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unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format);
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u32 z = (u32)(depth * ((1 << num_bits) - 1));
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