OGL: Use floating point arithmetic to scale the depth value.

This commit is contained in:
Jules Blok 2015-05-20 13:48:34 +02:00
parent 05d60f4fef
commit 05f42f94a0
2 changed files with 5 additions and 5 deletions

View File

@ -428,7 +428,6 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
}
D3D::context->Unmap(read_tex, 0);
// TODO: in RE0 this value is often off by one in Video_DX9 (where this code is derived from), which causes lighting to disappear
return ret;
}
else if (type == PEEK_COLOR)

View File

@ -1019,17 +1019,18 @@ u32 Renderer::AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data)
// Scale the 32-bit value returned by glReadPixels to a 24-bit
// value (GC uses a 24-bit Z-buffer).
// TODO: in RE0 this value is often off by one, which causes lighting to disappear
float val = z / float(0xFFFFFFFF);
u32 ret = 0;
if (bpmem.zcontrol.pixel_format == PEControl::RGB565_Z16)
{
// if Z is in 16 bit format you must return a 16 bit integer
z = z >> 16;
ret = MathUtil::Clamp<u32>((u32)(val * 65536.0f), 0, 0xFFFF);
}
else
{
z = z >> 8;
ret = MathUtil::Clamp<u32>((u32)(val * 16777216.0f), 0, 0xFFFFFF);
}
return z;
return ret;
}
case PEEK_COLOR: // GXPeekARGB