GPU: Implemented more depth buffer formats.
This fixes the horizontal lines in Picross E, Cubic Ninja, Cave Story 3D and possibly others
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4b8d4d0ed5
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414b0741c4
5 changed files with 120 additions and 14 deletions
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@ -81,9 +81,9 @@ inline void Write(u32 addr, const T data) {
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if (config.fill_24bit) {
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if (config.fill_24bit) {
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// fill with 24-bit values
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// fill with 24-bit values
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for (u8* ptr = start; ptr < end; ptr += 3) {
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for (u8* ptr = start; ptr < end; ptr += 3) {
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ptr[0] = config.value_24bit_b;
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ptr[0] = config.value_24bit_r;
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ptr[1] = config.value_24bit_g;
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ptr[1] = config.value_24bit_g;
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ptr[2] = config.value_24bit_r;
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ptr[2] = config.value_24bit_b;
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}
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}
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} else if (config.fill_32bit) {
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} else if (config.fill_32bit) {
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// fill with 32-bit values
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// fill with 32-bit values
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@ -100,10 +100,10 @@ struct Regs {
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// Set to 1 upon completion.
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// Set to 1 upon completion.
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BitField<0, 1, u32> finished;
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BitField<0, 1, u32> finished;
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// 0: fill with 16- or 32-bit wide values; 1: fill with 24-bit wide values
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// If both of these bits are unset, then it will fill the memory with a 16 bit value
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// 1: fill with 24-bit wide values
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BitField<8, 1, u32> fill_24bit;
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BitField<8, 1, u32> fill_24bit;
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// 1: fill with 32-bit wide values
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// 0: fill with 16-bit wide values; 1: fill with 32-bit wide values
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BitField<9, 1, u32> fill_32bit;
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BitField<9, 1, u32> fill_32bit;
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};
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};
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@ -100,6 +100,33 @@ inline const Math::Vec4<u8> DecodeRGBA4(const u8* bytes) {
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Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF) };
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Convert4To8((pixel >> 4) & 0xF), Convert4To8(pixel & 0xF) };
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}
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}
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/**
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* Decode a depth value stored in D16 format
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* @param bytes Pointer to encoded source value
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* @return Depth value as an u32
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*/
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inline const u32 DecodeD16(const u8* bytes) {
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return *reinterpret_cast<const u16_le*>(bytes);
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}
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/**
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* Decode a depth value stored in D24 format
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* @param bytes Pointer to encoded source value
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* @return Depth value as an u32
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*/
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inline const u32 DecodeD24(const u8* bytes) {
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return (bytes[2] << 16) | (bytes[1] << 8) | bytes[0];
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}
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/**
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* Decode a depth value and a stencil value stored in D24S8 format
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* @param bytes Pointer to encoded source values
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* @return Resulting values stored as a Math::Vec2
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*/
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inline const Math::Vec2<u32> DecodeD24S8(const u8* bytes) {
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return { (bytes[2] << 16) | (bytes[1] << 8) | bytes[0], bytes[3] };
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}
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/**
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/**
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* Encode a color as RGBA8 format
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* Encode a color as RGBA8 format
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* @param color Source color to encode
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* @param color Source color to encode
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@ -153,4 +180,34 @@ inline void EncodeRGBA4(const Math::Vec4<u8>& color, u8* bytes) {
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(Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a());
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(Convert8To4(color.g()) << 8) | (Convert8To4(color.b()) << 4) | Convert8To4(color.a());
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}
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}
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/**
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* Encode a depth value as D16 format
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* @param value Source depth value to encode
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* @param bytes Pointer where to store the encoded value
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*/
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inline void EncodeD16(u32 value, u8* bytes) {
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*reinterpret_cast<u16_le*>(bytes) = value & 0xFFFF;
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}
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/**
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* Encode a depth value as D24 format
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* @param value Source depth value to encode
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* @param bytes Pointer where to store the encoded value
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*/
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inline void EncodeD24(u32 value, u8* bytes) {
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bytes[0] = value & 0xFF;
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bytes[1] = (value >> 8) & 0xFF;
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bytes[2] = (value >> 16) & 0xFF;
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}
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/**
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* Encode depth and stencil values as D24S8 format
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* @param depth Source depth values to encode
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* @param stencil Source stencil value to encode
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* @param bytes Pointer where to store the encoded value
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*/
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inline void EncodeD24S8(u32 depth, u8 stencil, u8* bytes) {
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*reinterpret_cast<u32_le*>(bytes) = (stencil << 24) | depth;
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}
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} // namespace
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} // namespace
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@ -418,6 +418,13 @@ struct Regs {
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RGBA4 = 4,
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RGBA4 = 4,
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};
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};
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enum DepthFormat : u32 {
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D16 = 0,
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D24 = 2,
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D24S8 = 3
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};
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INSERT_PADDING_WORDS(0x6);
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INSERT_PADDING_WORDS(0x6);
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u32 depth_format;
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u32 depth_format;
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@ -91,7 +91,7 @@ static const Math::Vec4<u8> GetPixel(int x, int y) {
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}
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}
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return {};
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return {};
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}
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}
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static u32 GetDepth(int x, int y) {
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static u32 GetDepth(int x, int y) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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@ -100,23 +100,65 @@ static u32 GetDepth(int x, int y) {
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y = (registers.framebuffer.height - y);
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y = (registers.framebuffer.height - y);
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const u32 coarse_y = y & ~7;
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const u32 coarse_y = y & ~7;
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u32 stride = registers.framebuffer.width * 2;
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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switch (registers.framebuffer.depth_format) {
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return *(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
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case registers.framebuffer.D16:
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{
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u32 stride = registers.framebuffer.width * 2;
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return Color::DecodeD16(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
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}
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case registers.framebuffer.D24:
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{
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u32 stride = registers.framebuffer.width * 3;
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u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride;
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return Color::DecodeD24(address);
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}
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case registers.framebuffer.D24S8:
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{
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u32 stride = registers.framebuffer.width * 4;
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return Color::DecodeD24S8(depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride).x;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format);
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UNIMPLEMENTED();
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return 0;
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}
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}
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}
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static void SetDepth(int x, int y, u16 value) {
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static void SetDepth(int x, int y, u32 value) {
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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const PAddr addr = registers.framebuffer.GetDepthBufferPhysicalAddress();
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u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr));
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u8* depth_buffer = Memory::GetPointer(PAddrToVAddr(addr));
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y = (registers.framebuffer.height - y);
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y = (registers.framebuffer.height - y);
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const u32 coarse_y = y & ~7;
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const u32 coarse_y = y & ~7;
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u32 stride = registers.framebuffer.width * 2;
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// Assuming 16-bit depth buffer format until actual format handling is implemented
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switch (registers.framebuffer.depth_format) {
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*(u16*)(depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride) = value;
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case registers.framebuffer.D16:
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{
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u32 stride = registers.framebuffer.width * 2;
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Color::EncodeD16(value, depth_buffer + VideoCore::GetMortonOffset(x, y, 2) + coarse_y * stride);
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break;
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}
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case registers.framebuffer.D24:
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{
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u32 stride = registers.framebuffer.width * 3;
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u8* address = depth_buffer + VideoCore::GetMortonOffset(x, y, 3) + coarse_y * stride;
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Color::EncodeD24(value, address);
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break;
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}
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case registers.framebuffer.D24S8:
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{
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u32 stride = registers.framebuffer.width * 4;
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// TODO(Subv): Implement the stencil buffer
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Color::EncodeD24S8(value, 0, depth_buffer + VideoCore::GetMortonOffset(x, y, 4) + coarse_y * stride);
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break;
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}
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default:
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LOG_CRITICAL(HW_GPU, "Unimplemented depth format %u", registers.framebuffer.depth_format);
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UNIMPLEMENTED();
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break;
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}
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}
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}
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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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// NOTE: Assuming that rasterizer coordinates are 12.4 fixed-point values
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@ -595,7 +637,7 @@ static void ProcessTriangleInternal(const VertexShader::OutputVertex& v0,
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u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 +
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u16 z = (u16)((v0.screenpos[2].ToFloat32() * w0 +
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v1.screenpos[2].ToFloat32() * w1 +
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v1.screenpos[2].ToFloat32() * w1 +
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v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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v2.screenpos[2].ToFloat32() * w2) * 65535.f / wsum);
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u16 ref_z = GetDepth(x >> 4, y >> 4);
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u32 ref_z = GetDepth(x >> 4, y >> 4);
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bool pass = false;
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bool pass = false;
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