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Pica: Write depth value even when depth test is disabled

This has been confirmed on hardware. Fixes Etrian Odyssey IV.
This commit is contained in:
Yuri Kunde Schlesner 2016-03-05 14:18:20 -08:00
parent b5ca152389
commit c58bc25d5b
2 changed files with 12 additions and 10 deletions

View file

@ -858,12 +858,12 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
}
}
// TODO: Does depth indeed only get written even if depth testing is enabled?
unsigned num_bits = Regs::DepthBitsPerPixel(regs.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);
if (output_merger.depth_test_enable) {
unsigned num_bits = Regs::DepthBitsPerPixel(regs.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;
@ -907,11 +907,11 @@ static void ProcessTriangleInternal(const Shader::OutputVertex& v0,
UpdateStencil(stencil_test.action_depth_fail);
continue;
}
if (output_merger.depth_write_enable)
SetDepth(x >> 4, y >> 4, z);
}
if (output_merger.depth_write_enable)
SetDepth(x >> 4, y >> 4, z);
// The stencil depth_pass action is executed even if depth testing is disabled
if (stencil_action_enable)
UpdateStencil(stencil_test.action_depth_pass);

View file

@ -887,8 +887,10 @@ void RasterizerOpenGL::SyncStencilTest() {
void RasterizerOpenGL::SyncDepthTest() {
const auto& regs = Pica::g_state.regs;
state.depth.test_enabled = (regs.output_merger.depth_test_enable == 1);
state.depth.test_func = PicaToGL::CompareFunc(regs.output_merger.depth_test_func);
state.depth.test_enabled = regs.output_merger.depth_test_enable == 1 ||
regs.output_merger.depth_write_enable == 1;
state.depth.test_func = regs.output_merger.depth_test_enable == 1 ?
PicaToGL::CompareFunc(regs.output_merger.depth_test_func) : GL_ALWAYS;
state.color_mask.red_enabled = regs.output_merger.red_enable;
state.color_mask.green_enabled = regs.output_merger.green_enable;
state.color_mask.blue_enabled = regs.output_merger.blue_enable;