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authorbunnei <bunneidev@gmail.com>2015-05-07 05:04:30 +0200
committerbunnei <bunneidev@gmail.com>2015-05-10 04:12:38 +0200
commit547da374b83063a3ca8111ba49049353c3388de8 (patch)
tree483b1c5f67d1df1c4a22f43cdcdb289dd28c6669 /src
parentrasterizer: Implement combiner buffer input. (diff)
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Diffstat (limited to 'src')
-rw-r--r--src/video_core/pica.h18
-rw-r--r--src/video_core/rasterizer.cpp7
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;