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Depth scale functions: Clean up the naming, add a failing test
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d426ce5118
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@ -55,9 +55,9 @@ void GenerateDepalShader300(ShaderWriter &writer, const DepalConfig &config) {
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// NOTE: This swizzle can be made to work with any power-of-2 resolution scaleFactor by shifting
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// the bits around, but not sure how to handle 3x scaling. For now this is 1x-only (rough edges at higher resolutions).
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if (config.bufferFormat == GE_FORMAT_DEPTH16) {
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DepthScaleFactors factors = GetDepthScaleFactors();
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writer.ConstFloat("z_scale", factors.scale);
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writer.ConstFloat("z_offset", factors.offset);
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DepthScaleFactors factors = GetDepthScaleFactors(gstate_c.UseFlags());
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writer.ConstFloat("z_scale", factors.ScaleU16());
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writer.ConstFloat("z_offset", factors.Offset());
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if (config.depthUpperBits == 0x2) {
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writer.C(R"(
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int x = int((texcoord.x / scaleFactor) * texSize.x);
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@ -116,7 +116,7 @@ void GenerateDepalShader300(ShaderWriter &writer, const DepalConfig &config) {
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writer.C(" int index = (a << 15) | (b << 10) | (g << 5) | (r);\n");
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break;
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case GE_FORMAT_DEPTH16:
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// Remap depth buffer.
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// Decode depth buffer.
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writer.C(" float depth = (color.x - z_offset) * z_scale;\n");
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if (config.bufferFormat == GE_FORMAT_DEPTH16 && config.textureFormat == GE_TFMT_5650) {
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@ -161,9 +161,9 @@ void GenerateDepalShaderFloat(ShaderWriter &writer, const DepalConfig &config) {
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const int mask = config.mask;
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if (config.bufferFormat == GE_FORMAT_DEPTH16) {
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DepthScaleFactors factors = GetDepthScaleFactors();
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writer.ConstFloat("z_scale", factors.scale);
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writer.ConstFloat("z_offset", factors.offset);
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DepthScaleFactors factors = GetDepthScaleFactors(gstate_c.UseFlags());
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writer.ConstFloat("z_scale", factors.ScaleU16());
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writer.ConstFloat("z_offset", factors.Offset());
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}
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writer.C(" vec4 index = ").SampleTexture2D("tex", "v_texcoord").C(";\n");
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@ -227,7 +227,7 @@ bool FramebufferManagerCommon::ReadbackDepthbuffer(Draw::Framebuffer *fbo, int x
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ub.u_depthFactor[0] = 0.0f;
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ub.u_depthFactor[1] = fudgeFactor;
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} else {
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const float factor = DepthSliceFactor();
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const float factor = DepthSliceFactor(gstate_c.UseFlags());
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ub.u_depthFactor[0] = -0.5f * (factor - 1.0f) * (1.0f / factor);
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ub.u_depthFactor[1] = factor * fudgeFactor;
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}
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@ -276,10 +276,10 @@ bool FramebufferManagerCommon::ReadbackDepthbuffer(Draw::Framebuffer *fbo, int x
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// We downloaded float values directly in this case.
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uint16_t *dest = pixels;
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const float *packedf = (float *)convBuf_;
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DepthScaleFactors depthScale = GetDepthScaleFactors();
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DepthScaleFactors depthScale = GetDepthScaleFactors(gstate_c.UseFlags());
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for (int yp = 0; yp < destH; ++yp) {
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for (int xp = 0; xp < destW; ++xp) {
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float scaled = depthScale.Apply(packedf[xp]);
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float scaled = depthScale.DecodeToU16(packedf[xp]);
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if (scaled <= 0.0f) {
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dest[xp] = 0;
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} else if (scaled >= 65535.0f) {
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1
GPU/Common/DepthBufferCommon.h
Normal file
1
GPU/Common/DepthBufferCommon.h
Normal file
@ -0,0 +1 @@
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#pragma once
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@ -108,10 +108,10 @@ Draw2DPipelineInfo GenerateDraw2D565ToDepthFs(ShaderWriter &writer) {
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writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
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// Unlike when just copying a depth buffer, here we're generating new depth values so we'll
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// have to apply the scaling.
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DepthScaleFactors factors = GetDepthScaleFactors();
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DepthScaleFactors factors = GetDepthScaleFactors(gstate_c.UseFlags());
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writer.C(" vec3 rgb = ").SampleTexture2D("tex", "v_texcoord.xy").C(".xyz;\n");
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writer.F(" highp float depthValue = (floor(rgb.x * 31.99) + floor(rgb.y * 63.99) * 32.0 + floor(rgb.z * 31.99) * 2048.0); \n");
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writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale, factors.offset);
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writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.ScaleU16(), factors.Offset());
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writer.EndFSMain("outColor");
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return Draw2DPipelineInfo{
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@ -128,7 +128,7 @@ Draw2DPipelineInfo GenerateDraw2D565ToDepthDeswizzleFs(ShaderWriter &writer) {
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writer.C(" vec4 outColor = vec4(0.0, 0.0, 0.0, 0.0);\n");
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// Unlike when just copying a depth buffer, here we're generating new depth values so we'll
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// have to apply the scaling.
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DepthScaleFactors factors = GetDepthScaleFactors();
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DepthScaleFactors factors = GetDepthScaleFactors(gstate_c.UseFlags());
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writer.C(" vec2 tsize = texSize;\n");
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writer.C(" vec2 coord = v_texcoord * tsize;\n");
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writer.F(" float strip = 4.0 * scaleFactor;\n");
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@ -137,7 +137,7 @@ Draw2DPipelineInfo GenerateDraw2D565ToDepthDeswizzleFs(ShaderWriter &writer) {
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writer.C(" coord /= tsize;\n");
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writer.C(" vec3 rgb = ").SampleTexture2D("tex", "coord").C(".xyz;\n");
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writer.F(" highp float depthValue = (floor(rgb.x * 31.99) + floor(rgb.y * 63.99) * 32.0 + floor(rgb.z * 31.99) * 2048.0); \n");
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writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.scale, factors.offset);
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writer.F(" gl_FragDepth = (depthValue / %f) + %f;\n", factors.ScaleU16(), factors.Offset());
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writer.EndFSMain("outColor");
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return Draw2DPipelineInfo{
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@ -1185,13 +1185,13 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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}
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if (gstate_c.Use(GPU_ROUND_FRAGMENT_DEPTH_TO_16BIT)) {
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const double scale = DepthSliceFactor() * 65535.0;
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const double scale = DepthSliceFactor(gstate_c.UseFlags()) * 65535.0;
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WRITE(p, " highp float z = gl_FragCoord.z;\n");
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if (gstate_c.Use(GPU_USE_ACCURATE_DEPTH)) {
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// We center the depth with an offset, but only its fraction matters.
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// When (DepthSliceFactor() - 1) is odd, it will be 0.5, otherwise 0.
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if (((int)(DepthSliceFactor() - 1.0f) & 1) == 1) {
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if (((int)(DepthSliceFactor(gstate_c.UseFlags()) - 1.0f) & 1) == 1) {
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WRITE(p, " z = (floor((z * %f) - (1.0 / 2.0)) + (1.0 / 2.0)) * (1.0 / %f);\n", scale, scale);
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} else {
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WRITE(p, " z = floor(z * %f) * (1.0 / %f);\n", scale, scale);
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@ -1063,7 +1063,7 @@ void FramebufferManagerCommon::NotifyRenderFramebufferSwitched(VirtualFramebuffe
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float clearDepth = 0.0f;
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if (vfb->usageFlags & FB_USAGE_INVALIDATE_DEPTH) {
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depthAction = Draw::RPAction::CLEAR;
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clearDepth = GetDepthScaleFactors().offset;
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clearDepth = GetDepthScaleFactors(gstate_c.UseFlags()).Offset();
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vfb->usageFlags &= ~FB_USAGE_INVALIDATE_DEPTH;
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}
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draw_->BindFramebufferAsRenderTarget(vfb->fbo, {Draw::RPAction::KEEP, depthAction, Draw::RPAction::KEEP, 0, clearDepth}, "FBSwitch");
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@ -502,25 +502,28 @@ ReplaceBlendType ReplaceBlendWithShader(GEBufferFormat bufferFormat) {
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static const float DEPTH_SLICE_FACTOR_HIGH = 4.0f;
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static const float DEPTH_SLICE_FACTOR_16BIT = 256.0f;
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float DepthSliceFactor() {
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if (gstate_c.Use(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
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float DepthSliceFactor(u32 useFlags) {
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if (!(useFlags & GPU_USE_ACCURATE_DEPTH)) {
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return 1.0f;
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}
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if (useFlags & GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT) {
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return DEPTH_SLICE_FACTOR_16BIT;
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}
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if (gstate_c.Use(GPU_USE_DEPTH_CLAMP)) {
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if (useFlags & GPU_USE_DEPTH_CLAMP) {
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return 1.0f;
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}
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return DEPTH_SLICE_FACTOR_HIGH;
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}
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// This is used for float values which might not be integers, but are in the integer scale of 65535.
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float ToScaledDepthFromIntegerScale(float z) {
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if (!gstate_c.Use(GPU_USE_ACCURATE_DEPTH)) {
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// This is used for float values which might not be integers, but are in the integer scale of 0-65535.
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float ToScaledDepthFromIntegerScale(u32 useFlags, float z) {
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if (!(useFlags & GPU_USE_ACCURATE_DEPTH)) {
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return z * (1.0f / 65535.0f);
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}
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const float depthSliceFactor = DepthSliceFactor();
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if (gstate_c.Use(GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT)) {
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const double doffset = 0.5 * (depthSliceFactor - 1.0) * (1.0 / depthSliceFactor);
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const float depthSliceFactor = DepthSliceFactor(useFlags);
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const double doffset = 0.5 * (depthSliceFactor - 1.0) * (1.0 / depthSliceFactor);
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if (useFlags & GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT) {
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// Use one bit for each value, rather than 1.0 / (65535.0 * 256.0).
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return (float)((double)z * (1.0 / 16777215.0) + doffset);
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} else {
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@ -529,20 +532,15 @@ float ToScaledDepthFromIntegerScale(float z) {
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}
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}
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// See struct DepthScaleFactors for how to apply.
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DepthScaleFactors GetDepthScaleFactors() {
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DepthScaleFactors factors;
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if (!gstate_c.Use(GPU_USE_ACCURATE_DEPTH)) {
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factors.offset = 0;
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factors.scale = 65535.0f;
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return factors;
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// See class DepthScaleFactors for how to apply.
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DepthScaleFactors GetDepthScaleFactors(u32 useFlags) {
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if (!(useFlags & GPU_USE_ACCURATE_DEPTH)) {
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return DepthScaleFactors(0.0f, 65535.0f);
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}
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const float depthSliceFactor = DepthSliceFactor();
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const float depthSliceFactor = DepthSliceFactor(useFlags);
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const float offset = 0.5f * (depthSliceFactor - 1.0f) * (1.0f / depthSliceFactor);
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factors.scale = depthSliceFactor * 65535.0f;
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factors.offset = offset;
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return factors;
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return DepthScaleFactors(offset, depthSliceFactor * 65535.0f);
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}
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void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, float renderHeight, int bufferWidth, int bufferHeight, ViewportAndScissor &out) {
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@ -608,8 +606,8 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
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out.viewportY = renderY * renderHeightFactor + displayOffsetY;
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out.viewportW = curRTWidth * renderWidthFactor;
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out.viewportH = curRTHeight * renderHeightFactor;
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out.depthRangeMin = ToScaledDepthFromIntegerScale(0);
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out.depthRangeMax = ToScaledDepthFromIntegerScale(65536);
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out.depthRangeMin = ToScaledDepthFromIntegerScale(gstate_c.UseFlags(), 0.0f);
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out.depthRangeMax = ToScaledDepthFromIntegerScale(gstate_c.UseFlags(), 65536.0f);
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} else {
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// These we can turn into a glViewport call, offset by offsetX and offsetY. Math after.
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float vpXScale = gstate.getViewportXScale();
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@ -723,7 +721,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
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// Here, we should "clamp." But clamping per fragment would be slow.
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// So, instead, we just increase the available range and hope.
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// If depthSliceFactor is 4, it means (75% / 2) of the depth lies in each direction.
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float fullDepthRange = 65535.0f * (DepthSliceFactor() - 1.0f) * (1.0f / 2.0f);
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float fullDepthRange = 65535.0f * (DepthSliceFactor(gstate_c.UseFlags()) - 1.0f) * (1.0f / 2.0f);
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if (minz == 0) {
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minz -= fullDepthRange;
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}
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@ -734,7 +732,7 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
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// This means clamp isn't enabled, but we still want to allow values up to 65535.99.
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// If DepthSliceFactor() is 1.0, though, this would make out.depthRangeMax exceed 1.
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// Since that would clamp, it would make Z=1234 not match between draws when maxz changes.
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if (DepthSliceFactor() > 1.0f)
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if (DepthSliceFactor(gstate_c.UseFlags()) > 1.0f)
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maxz = 65535.99f;
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}
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// Okay. So, in our shader, -1 will map to minz, and +1 will map to maxz.
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@ -746,11 +744,11 @@ void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, flo
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if (!gstate_c.Use(GPU_USE_ACCURATE_DEPTH)) {
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out.depthScale = 1.0f;
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out.zOffset = 0.0f;
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out.depthRangeMin = ToScaledDepthFromIntegerScale(vpZCenter - vpZScale);
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out.depthRangeMax = ToScaledDepthFromIntegerScale(vpZCenter + vpZScale);
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out.depthRangeMin = ToScaledDepthFromIntegerScale(gstate_c.UseFlags(), vpZCenter - vpZScale);
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out.depthRangeMax = ToScaledDepthFromIntegerScale(gstate_c.UseFlags(), vpZCenter + vpZScale);
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} else {
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out.depthRangeMin = ToScaledDepthFromIntegerScale(minz);
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out.depthRangeMax = ToScaledDepthFromIntegerScale(maxz);
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out.depthRangeMin = ToScaledDepthFromIntegerScale(gstate_c.UseFlags(), minz);
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out.depthRangeMax = ToScaledDepthFromIntegerScale(gstate_c.UseFlags(), maxz);
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}
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// OpenGL will clamp these for us anyway, and Direct3D will error if not clamped.
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@ -86,25 +86,38 @@ struct ViewportAndScissor {
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float zOffset;
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bool throughMode;
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};
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void ConvertViewportAndScissor(bool useBufferedRendering, float renderWidth, float renderHeight, int bufferWidth, int bufferHeight, ViewportAndScissor &out);
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void UpdateCachedViewportState(const ViewportAndScissor &vpAndScissor);
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float ToScaledDepthFromIntegerScale(float z);
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struct DepthScaleFactors {
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float offset;
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float scale;
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class DepthScaleFactors {
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public:
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// This should only be used from GetDepthScaleFactors.
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DepthScaleFactors(float offset, float scale) : offset_(offset), scale_(scale) {}
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float Apply(float z) const {
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return (z - offset) * scale;
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// Decodes a value from a depth buffer to a value of range 0..65536
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float DecodeToU16(float z) const {
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return (z - offset_) * scale_;
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}
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float ApplyInverse(float z) const {
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return (z / scale) + offset;
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// Encodes a value from the range 0..65536 to a normalized depth value (0-1), in the
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// range that we write to the depth buffer.
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float EncodeFromU16(float z_u16) const {
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return (z_u16 / scale_) + offset_;
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}
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float Offset() const { return offset_; }
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float ScaleU16() const { return scale_; }
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// float Scale() const { return scale_ / 65535.0f; }
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private:
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float offset_;
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float scale_;
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};
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DepthScaleFactors GetDepthScaleFactors();
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float DepthSliceFactor();
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DepthScaleFactors GetDepthScaleFactors(u32 useFlags);
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float ToScaledDepthFromIntegerScale(u32 useFlags, float z);
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float DepthSliceFactor(u32 useFlags);
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// These are common to all modern APIs and can be easily converted with a lookup table.
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enum class BlendFactor : uint8_t {
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@ -255,7 +255,7 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
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float minz = -((gstate_c.vpZOffset * halfActualZRange) - vpZCenter) - halfActualZRange;
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float viewZScale = halfActualZRange * 2.0f;
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// Account for the half pixel offset.
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float viewZCenter = minz + (DepthSliceFactor() / 256.0f) * 0.5f;
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float viewZCenter = minz + (DepthSliceFactor(gstate_c.UseFlags()) / 256.0f) * 0.5f;
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ub->depthRange[0] = viewZScale;
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ub->depthRange[1] = viewZCenter;
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@ -454,7 +454,7 @@ void SoftwareTransform::Decode(int prim, u32 vertType, const DecVtxFormat &decVt
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if (matchingComponents && stencilNotMasked) {
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result->color = transformed[1].color0_32;
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// Need to rescale from a [0, 1] float. This is the final transformed value.
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result->depth = ToScaledDepthFromIntegerScale((int)(transformed[1].z * 65535.0f));
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result->depth = ToScaledDepthFromIntegerScale(gstate_c.UseFlags(), (int)(transformed[1].z * 65535.0f));
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result->action = SW_CLEAR;
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gpuStats.numClears++;
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return;
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@ -74,13 +74,13 @@ bool FramebufferManagerDX9::ReadbackDepthbuffer(Draw::Framebuffer *fbo, int x, i
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const u32 *packed = (const u32 *)locked.pBits;
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u16 *depth = (u16 *)pixels;
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DepthScaleFactors depthScale = GetDepthScaleFactors();
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DepthScaleFactors depthScale = GetDepthScaleFactors(gstate_c.UseFlags());
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// TODO: Optimize.
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for (int yp = 0; yp < h; ++yp) {
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for (int xp = 0; xp < w; ++xp) {
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const int offset = (yp + y) * pixelsStride + x + xp;
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float scaled = depthScale.Apply((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f));
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float scaled = depthScale.DecodeToU16((packed[offset] & 0x00FFFFFF) * (1.0f / 16777215.0f));
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if (scaled <= 0.0f) {
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depth[offset] = 0;
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} else if (scaled >= 65535.0f) {
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@ -466,7 +466,7 @@ void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) {
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float minz = -((gstate_c.vpZOffset * halfActualZRange) - vpZCenter) - halfActualZRange;
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float viewZScale = halfActualZRange * 2.0f;
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// Account for the half pixel offset.
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float viewZCenter = minz + (DepthSliceFactor() / 256.0f) * 0.5f;
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float viewZCenter = minz + (DepthSliceFactor(gstate_c.UseFlags()) / 256.0f) * 0.5f;
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float reverseScale = 2.0f * (1.0f / gstate_c.vpDepthScale);
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float reverseTranslate = gstate_c.vpZOffset * 0.5f + 0.5f;
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@ -524,8 +524,10 @@ enum class SubmitType {
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};
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struct GPUStateCache {
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bool Use(u32 flags) { return (useFlags_ & flags) != 0; } // Return true if ANY of flags are true.
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bool UseAll(u32 flags) { return (useFlags_ & flags) == flags; } // Return true if ALL flags are true.
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bool Use(u32 flags) const { return (useFlags_ & flags) != 0; } // Return true if ANY of flags are true.
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bool UseAll(u32 flags) const { return (useFlags_ & flags) == flags; } // Return true if ALL flags are true.
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u32 UseFlags() const { return useFlags_; }
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uint64_t GetDirtyUniforms() { return dirty & DIRTY_ALL_UNIFORMS; }
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void Dirty(u64 what) {
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@ -839,9 +839,9 @@ void CGEDebugger::DescribePixel(u32 pix, GPUDebugBufferFormat fmt, int x, int y,
|
||||
|
||||
case GPU_DBG_FORMAT_24BIT_8X:
|
||||
{
|
||||
DepthScaleFactors depthScale = GetDepthScaleFactors();
|
||||
DepthScaleFactors depthScale = GetDepthScaleFactors(gstate_c.UseFlags());
|
||||
// These are only ever going to be depth values, so let's also show scaled to 16 bit.
|
||||
snprintf(desc, 256, "%d,%d: %d / %f / %f", x, y, pix & 0x00FFFFFF, (pix & 0x00FFFFFF) * (1.0f / 16777215.0f), depthScale.Apply((pix & 0x00FFFFFF) * (1.0f / 16777215.0f)));
|
||||
snprintf(desc, 256, "%d,%d: %d / %f / %f", x, y, pix & 0x00FFFFFF, (pix & 0x00FFFFFF) * (1.0f / 16777215.0f), depthScale.DecodeToU16((pix & 0x00FFFFFF) * (1.0f / 16777215.0f)));
|
||||
break;
|
||||
}
|
||||
|
||||
@ -860,8 +860,8 @@ void CGEDebugger::DescribePixel(u32 pix, GPUDebugBufferFormat fmt, int x, int y,
|
||||
|
||||
case GPU_DBG_FORMAT_FLOAT: {
|
||||
float pixf = *(float *)&pix;
|
||||
DepthScaleFactors depthScale = GetDepthScaleFactors();
|
||||
snprintf(desc, 256, "%d,%d: %f / %f", x, y, pixf, depthScale.Apply(pixf));
|
||||
DepthScaleFactors depthScale = GetDepthScaleFactors(gstate_c.UseFlags());
|
||||
snprintf(desc, 256, "%d,%d: %f / %f", x, y, pixf, depthScale.DecodeToU16(pixf));
|
||||
break;
|
||||
}
|
||||
|
||||
@ -870,11 +870,11 @@ void CGEDebugger::DescribePixel(u32 pix, GPUDebugBufferFormat fmt, int x, int y,
|
||||
double z = *(float *)&pix;
|
||||
int z24 = (int)(z * 16777215.0);
|
||||
|
||||
DepthScaleFactors factors = GetDepthScaleFactors();
|
||||
DepthScaleFactors factors = GetDepthScaleFactors(gstate_c.UseFlags());
|
||||
// TODO: Use GetDepthScaleFactors here too, verify it's the same.
|
||||
int z16 = z24 - 0x800000 + 0x8000;
|
||||
|
||||
int z16_2 = factors.Apply(z);
|
||||
int z16_2 = factors.DecodeToU16(z);
|
||||
|
||||
snprintf(desc, 256, "%d,%d: %d / %f", x, y, z16, (z - 0.5 + (1.0 / 512.0)) * 256.0);
|
||||
}
|
||||
|
@ -1 +1 @@
|
||||
Subproject commit 7bd1ec93d4586985ba1ef420b43b5e620f68695e
|
||||
Subproject commit 6719edebaae03330ee5441d9b28280672edf00d5
|
@ -61,6 +61,7 @@
|
||||
#include "Core/MemMap.h"
|
||||
#include "Core/MIPS/MIPSVFPUUtils.h"
|
||||
#include "GPU/Common/TextureDecoder.h"
|
||||
#include "GPU/Common/GPUStateUtils.h"
|
||||
|
||||
#include "android/jni/AndroidContentURI.h"
|
||||
|
||||
@ -795,6 +796,44 @@ static bool TestSmallDataConvert() {
|
||||
return true;
|
||||
}
|
||||
|
||||
static bool TestDepthMath() {
|
||||
// Flag combinations that can happen:
|
||||
// 0
|
||||
// GPU_USE_ACCURATE_DEPTH
|
||||
// GPU_USE_ACCURATE_DEPTH | GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT
|
||||
// What about GPU_USE_DEPTH_CLAMP? It basically overrides GPU_USE_ACCURATE_DEPTH?
|
||||
|
||||
// These are in normalized space.
|
||||
static const float testValues[] = { 0.0f * 65535.0f, 0.1f * 65535.0f, 0.9f * 65535.0f, 1.0f * 65535.0f };
|
||||
|
||||
static const u32 useFlagsArray[] = {
|
||||
0,
|
||||
GPU_USE_ACCURATE_DEPTH,
|
||||
GPU_USE_ACCURATE_DEPTH | GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT,
|
||||
};
|
||||
static const float expectedScale[] = { 65535.0f, 262140.0f, -1.0f };
|
||||
static const float expectedOffset[] = { 0.0f, 0.375f, -2.0f };
|
||||
|
||||
for (int j = 0; j < ARRAY_SIZE(useFlagsArray); j++) {
|
||||
u32 useFlags = useFlagsArray[j];
|
||||
printf("j: %d useflags: %d\n", j, useFlags);
|
||||
DepthScaleFactors factors = GetDepthScaleFactors(useFlags);
|
||||
|
||||
EXPECT_EQ_FLOAT(factors.ScaleU16(), expectedScale[j]);
|
||||
EXPECT_EQ_FLOAT(factors.Offset(), expectedOffset[j]);
|
||||
EXPECT_EQ_FLOAT(factors.ScaleU16(), DepthSliceFactor(useFlags) * 65535.0f);
|
||||
|
||||
for (int i = 0; i < ARRAY_SIZE(testValues); i++) {
|
||||
float encoded = factors.EncodeFromU16(testValues[i]);
|
||||
float decodedU16 = factors.DecodeToU16(encoded);
|
||||
EXPECT_EQ_FLOAT(decodedU16, testValues[i]);
|
||||
EXPECT_EQ_FLOAT(encoded, ToScaledDepthFromIntegerScale(useFlags, testValues[i]));
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
typedef bool (*TestFunc)();
|
||||
struct TestItem {
|
||||
const char *name;
|
||||
@ -846,6 +885,7 @@ TestItem availableTests[] = {
|
||||
TEST_ITEM(WrapText),
|
||||
TEST_ITEM(TinySet),
|
||||
TEST_ITEM(SmallDataConvert),
|
||||
TEST_ITEM(DepthMath),
|
||||
};
|
||||
|
||||
int main(int argc, const char *argv[]) {
|
||||
|
Loading…
Reference in New Issue
Block a user