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author | bunnei <bunneidev@gmail.com> | 2015-05-07 05:04:30 +0200 |
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committer | bunnei <bunneidev@gmail.com> | 2015-05-10 04:12:38 +0200 |
commit | 547da374b83063a3ca8111ba49049353c3388de8 (patch) | |
tree | 483b1c5f67d1df1c4a22f43cdcdb289dd28c6669 /src | |
parent | rasterizer: Implement combiner buffer input. (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/pica.h | 18 | ||||
-rw-r--r-- | src/video_core/rasterizer.cpp | 7 |
2 files changed, 19 insertions, 6 deletions
diff --git a/src/video_core/pica.h b/src/video_core/pica.h index 30c8b7816..26a700038 100644 --- a/src/video_core/pica.h +++ b/src/video_core/pica.h @@ -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 { diff --git a/src/video_core/rasterizer.cpp b/src/video_core/rasterizer.cpp index 7bdb503c8..2662faac5 100644 --- a/src/video_core/rasterizer.cpp +++ b/src/video_core/rasterizer.cpp @@ -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; |