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rasterizer: Fixed a depth testing bug.
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a806b420a6
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@ -452,9 +452,7 @@ struct Regs {
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D24S8 = 3
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};
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/*
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* Returns the number of bytes in the specified depth format
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*/
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// Returns the number of bytes in the specified depth format
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static u32 BytesPerDepthPixel(DepthFormat format) {
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switch (format) {
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case DepthFormat::D16:
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@ -469,6 +467,20 @@ struct Regs {
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}
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}
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// Returns the number of bits per depth component of the specified depth format
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static u32 DepthBitsPerPixel(DepthFormat format) {
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switch (format) {
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case DepthFormat::D16:
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return 16;
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case DepthFormat::D24:
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case DepthFormat::D24S8:
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return 24;
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default:
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LOG_CRITICAL(HW_GPU, "Unknown depth format %u", format);
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UNIMPLEMENTED();
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}
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}
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struct {
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// Components are laid out in reverse byte order, most significant bits first.
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enum ColorFormat : u32 {
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@ -643,9 +643,10 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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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)((v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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unsigned num_bits = Pica::Regs::DepthBitsPerPixel(registers.framebuffer.depth_format);
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u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum);
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u32 ref_z = GetDepth(x >> 4, y >> 4);
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bool pass = false;
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