mirror of
https://github.com/azahar-emu/azahar.git
synced 2025-04-28 13:47:59 +03:00
rasterizer: Fixed a depth testing bug.
This commit is contained in:
parent
a806b420a6
commit
547da374b8
2 changed files with 19 additions and 6 deletions
|
@ -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;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue