rasterizer: Fixed a depth testing bug.

This commit is contained in:
bunnei 2015-05-06 23:04:30 -04:00
parent a806b420a6
commit 547da374b8
2 changed files with 19 additions and 6 deletions

View file

@ -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;