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https://github.com/dolphin-emu/dolphin.git
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VideoBackends: Use proper floating point depth precision.
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parent
268b8fd26f
commit
c4f85a38e6
@ -146,7 +146,7 @@ const char depth_matrix_program[] = {
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" float4 texcol = Tex0.Sample(samp0,uv0);\n"
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" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
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" int depth = int(round(texcol.x * 16777216.0));\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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@ -180,7 +180,7 @@ const char depth_matrix_program_msaa[] = {
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" for(int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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" texcol /= SAMPLES;\n"
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" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
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" int depth = int(round(texcol.x * 16777216.0));\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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@ -419,11 +419,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
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if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
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{
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// if Z is in 16 bit format you must return a 16 bit integer
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ret = ((u32)(val * 0xffff));
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ret = ((u32)(val * 65536.0f));
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}
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else
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{
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ret = ((u32)(val * 0xffffff));
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ret = ((u32)(val * 16777216.0f));
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}
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D3D::context->Unmap(read_tex, 0);
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@ -294,7 +294,7 @@ void TextureCache::CompileShaders()
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
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" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
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" int depth = int(round(texcol.x * 16777216.0));\n"
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// Convert to Z24 format
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" ivec4 workspace;\n"
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@ -1224,11 +1224,11 @@ static inline void WritePerPixelDepth(T& out, pixel_shader_uid_data* uid_data, A
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if (ApiType == API_OPENGL)
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out.Write("\tscreenpos.y = %i - screenpos.y;\n", EFB_HEIGHT);
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out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y) / float(0xFFFFFF);\n");
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out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y) / 16777216.0;\n");
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}
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else
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{
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out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n");
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out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
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}
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}
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@ -487,7 +487,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
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WriteSampleColor(p, "r", "depth", 0, ApiType);
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WRITE(p, " depth *= 16777215.0;\n");
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WRITE(p, " depth *= 16777216.0;\n");
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WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
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WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
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WRITE(p, " expanded.g = floor(depth / 256.0);\n");
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@ -497,7 +497,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
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WriteSampleColor(p, "r", "depth", 1, ApiType);
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WRITE(p, " depth *= 16777215.0;\n");
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WRITE(p, " depth *= 16777216.0;\n");
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WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
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WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
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WRITE(p, " expanded.g = floor(depth / 256.0);\n");
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@ -519,7 +519,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
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WriteSampleColor(p, "r", "depth", 0, ApiType);
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WRITE(p, " depth *= 16777215.0;\n");
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WRITE(p, " depth *= 16777216.0;\n");
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WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
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WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
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WRITE(p, " expanded.g = floor(depth / 256.0);\n");
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@ -531,7 +531,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
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WriteSampleColor(p, "r", "depth", 1, ApiType);
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WRITE(p, " depth *= 16777215.0;\n");
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WRITE(p, " depth *= 16777216.0;\n");
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WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
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WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
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WRITE(p, " expanded.g = floor(depth / 256.0);\n");
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@ -558,7 +558,7 @@ static void WriteZ24Encoder(char*& p, API_TYPE ApiType)
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for (int i = 0; i < 2; i++)
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{
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WRITE(p, " depth%i *= 16777215.0;\n", i);
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WRITE(p, " depth%i *= 16777216.0;\n", i);
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WRITE(p, " expanded%i.r = floor(depth%i / (256.0 * 256.0));\n", i, i);
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WRITE(p, " depth%i -= expanded%i.r * 256.0 * 256.0;\n", i, i);
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