VideoBackends: Use proper floating point depth precision.

This commit is contained in:
Jules Blok
2015-05-05 23:34:45 +02:00
parent 268b8fd26f
commit c4f85a38e6
5 changed files with 12 additions and 12 deletions

View File

@ -146,7 +146,7 @@ const char depth_matrix_program[] = {
" in float4 pos : SV_Position,\n" " in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0){\n" " in float3 uv0 : TEXCOORD0){\n"
" float4 texcol = Tex0.Sample(samp0,uv0);\n" " float4 texcol = Tex0.Sample(samp0,uv0);\n"
" int depth = int(round(texcol.x * float(0xFFFFFF)));\n" " int depth = int(round(texcol.x * 16777216.0));\n"
// Convert to Z24 format // Convert to Z24 format
" int4 workspace;\n" " int4 workspace;\n"
@ -180,7 +180,7 @@ const char depth_matrix_program_msaa[] = {
" for(int i = 0; i < SAMPLES; ++i)\n" " for(int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= SAMPLES;\n" " texcol /= SAMPLES;\n"
" int depth = int(round(texcol.x * float(0xFFFFFF)));\n" " int depth = int(round(texcol.x * 16777216.0));\n"
// Convert to Z24 format // Convert to Z24 format
" int4 workspace;\n" " int4 workspace;\n"

View File

@ -419,11 +419,11 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16) if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{ {
// if Z is in 16 bit format you must return a 16 bit integer // if Z is in 16 bit format you must return a 16 bit integer
ret = ((u32)(val * 0xffff)); ret = ((u32)(val * 65536.0f));
} }
else else
{ {
ret = ((u32)(val * 0xffffff)); ret = ((u32)(val * 16777216.0f));
} }
D3D::context->Unmap(read_tex, 0); D3D::context->Unmap(read_tex, 0);

View File

@ -294,7 +294,7 @@ void TextureCache::CompileShaders()
"\n" "\n"
"void main(){\n" "void main(){\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n" " vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
" int depth = int(round(texcol.x * float(0xFFFFFF)));\n" " int depth = int(round(texcol.x * 16777216.0));\n"
// Convert to Z24 format // Convert to Z24 format
" ivec4 workspace;\n" " ivec4 workspace;\n"

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@ -1224,11 +1224,11 @@ static inline void WritePerPixelDepth(T& out, pixel_shader_uid_data* uid_data, A
if (ApiType == API_OPENGL) if (ApiType == API_OPENGL)
out.Write("\tscreenpos.y = %i - screenpos.y;\n", EFB_HEIGHT); out.Write("\tscreenpos.y = %i - screenpos.y;\n", EFB_HEIGHT);
out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y) / float(0xFFFFFF);\n"); out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y) / 16777216.0;\n");
} }
else else
{ {
out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n"); out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
} }
} }

View File

@ -487,7 +487,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
WriteSampleColor(p, "r", "depth", 0, ApiType); WriteSampleColor(p, "r", "depth", 0, ApiType);
WRITE(p, " depth *= 16777215.0;\n"); WRITE(p, " depth *= 16777216.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n"); WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n"); WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n"); WRITE(p, " expanded.g = floor(depth / 256.0);\n");
@ -497,7 +497,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
WriteSampleColor(p, "r", "depth", 1, ApiType); WriteSampleColor(p, "r", "depth", 1, ApiType);
WRITE(p, " depth *= 16777215.0;\n"); WRITE(p, " depth *= 16777216.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n"); WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n"); WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n"); WRITE(p, " expanded.g = floor(depth / 256.0);\n");
@ -519,7 +519,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
WriteSampleColor(p, "r", "depth", 0, ApiType); WriteSampleColor(p, "r", "depth", 0, ApiType);
WRITE(p, " depth *= 16777215.0;\n"); WRITE(p, " depth *= 16777216.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n"); WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n"); WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n"); WRITE(p, " expanded.g = floor(depth / 256.0);\n");
@ -531,7 +531,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
WriteSampleColor(p, "r", "depth", 1, ApiType); WriteSampleColor(p, "r", "depth", 1, ApiType);
WRITE(p, " depth *= 16777215.0;\n"); WRITE(p, " depth *= 16777216.0;\n");
WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n"); WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n"); WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
WRITE(p, " expanded.g = floor(depth / 256.0);\n"); WRITE(p, " expanded.g = floor(depth / 256.0);\n");
@ -558,7 +558,7 @@ static void WriteZ24Encoder(char*& p, API_TYPE ApiType)
for (int i = 0; i < 2; i++) for (int i = 0; i < 2; i++)
{ {
WRITE(p, " depth%i *= 16777215.0;\n", i); WRITE(p, " depth%i *= 16777216.0;\n", i);
WRITE(p, " expanded%i.r = floor(depth%i / (256.0 * 256.0));\n", i, i); WRITE(p, " expanded%i.r = floor(depth%i / (256.0 * 256.0));\n", i, i);
WRITE(p, " depth%i -= expanded%i.r * 256.0 * 256.0;\n", i, i); WRITE(p, " depth%i -= expanded%i.r * 256.0 * 256.0;\n", i, i);