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@ -858,12 +858,12 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, |
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} |
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} |
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// TODO: Does depth indeed only get written even if depth testing is enabled?
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unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); |
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u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 + |
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v1.screenpos[2].ToFloat32() * w1 + |
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v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum); |
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if (output_merger.depth_test_enable) { |
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unsigned num_bits = Regs::DepthBitsPerPixel(regs.framebuffer.depth_format); |
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u32 z = (u32)((v0.screenpos[2].ToFloat32() * w0 + |
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v1.screenpos[2].ToFloat32() * w1 + |
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v2.screenpos[2].ToFloat32() * w2) * ((1 << num_bits) - 1) / wsum); |
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u32 ref_z = GetDepth(x >> 4, y >> 4); |
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bool pass = false; |
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@ -907,11 +907,11 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0, |
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UpdateStencil(stencil_test.action_depth_fail); |
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continue; |
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} |
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if (output_merger.depth_write_enable) |
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SetDepth(x >> 4, y >> 4, z); |
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} |
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if (output_merger.depth_write_enable) |
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SetDepth(x >> 4, y >> 4, z); |
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// The stencil depth_pass action is executed even if depth testing is disabled
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if (stencil_action_enable) |
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UpdateStencil(stencil_test.action_depth_pass); |
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