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Make the test pass, add some commented-out failing ones
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@@ -522,13 +522,13 @@ float ToScaledDepthFromIntegerScale(u32 useFlags, float z) {
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}
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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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const double doffset = 0.5 * (depthSliceFactor - 1.0) / depthSliceFactor;
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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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const float offset = 0.5f * (depthSliceFactor - 1.0f) * (1.0f / depthSliceFactor);
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return z * (1.0f / depthSliceFactor) * (1.0f / 65535.0f) + offset;
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const float offset = 0.5f * (depthSliceFactor - 1.0f) / depthSliceFactor;
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return z / depthSliceFactor * (1.0f / 65535.0f) + offset;
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}
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}
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@@ -93,7 +93,7 @@ void UpdateCachedViewportState(const ViewportAndScissor &vpAndScissor);
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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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DepthScaleFactors(double offset, double scale) : offset_(offset), scale_(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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@@ -106,13 +106,13 @@ public:
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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 Offset() const { return (float)offset_; }
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float ScaleU16() const { return (float)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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double offset_;
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double scale_;
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};
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DepthScaleFactors GetDepthScaleFactors(u32 useFlags);
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+16
-8
@@ -29,6 +29,7 @@
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#include "ppsspp_config.h"
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#include <algorithm>
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#include <cstdio>
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#include <cstdlib>
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#include <cmath>
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@@ -801,18 +802,23 @@ static bool TestDepthMath() {
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// 0
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// GPU_USE_ACCURATE_DEPTH
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// GPU_USE_ACCURATE_DEPTH | GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT
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// What about GPU_USE_DEPTH_CLAMP? It basically overrides GPU_USE_ACCURATE_DEPTH?
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//
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// TODO: What about GPU_USE_DEPTH_CLAMP? It basically overrides GPU_USE_ACCURATE_DEPTH?
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// These are in normalized space.
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static const float testValues[] = { 0.0f * 65535.0f, 0.1f * 65535.0f, 0.9f * 65535.0f, 1.0f * 65535.0f };
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static const volatile float testValues[] = { 0.0f, 0.1f, 0.5f, 0.9f, 1.0f };
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static const u32 useFlagsArray[] = {
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0,
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GPU_USE_ACCURATE_DEPTH,
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GPU_USE_ACCURATE_DEPTH | GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT,
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// GPU_USE_DEPTH_CLAMP | GPU_USE_ACCURATE_DEPTH, fails
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// GPU_USE_DEPTH_CLAMP | GPU_USE_ACCURATE_DEPTH | GPU_SCALE_DEPTH_FROM_24BIT_TO_16BIT, fails
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};
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static const float expectedScale[] = { 65535.0f, 262140.0f, -1.0f };
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static const float expectedOffset[] = { 0.0f, 0.375f, -2.0f };
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static const float expectedScale[] = { 65535.0f, 262140.0f, 16776960.0f };
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static const float expectedOffset[] = { 0.0f, 0.375f, 0.498047f };
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EXPECT_REL_EQ_FLOAT(100000.0f, 100001.0f, 0.00001f);
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for (int j = 0; j < ARRAY_SIZE(useFlagsArray); j++) {
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u32 useFlags = useFlagsArray[j];
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@@ -820,14 +826,16 @@ static bool TestDepthMath() {
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DepthScaleFactors factors = GetDepthScaleFactors(useFlags);
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EXPECT_EQ_FLOAT(factors.ScaleU16(), expectedScale[j]);
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EXPECT_EQ_FLOAT(factors.Offset(), expectedOffset[j]);
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EXPECT_REL_EQ_FLOAT(factors.Offset(), expectedOffset[j], 0.00001f);
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EXPECT_EQ_FLOAT(factors.ScaleU16(), DepthSliceFactor(useFlags) * 65535.0f);
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for (int i = 0; i < ARRAY_SIZE(testValues); i++) {
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float encoded = factors.EncodeFromU16(testValues[i]);
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float testValue = testValues[i] * 65535.0f;
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float encoded = factors.EncodeFromU16(testValue);
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float decodedU16 = factors.DecodeToU16(encoded);
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EXPECT_EQ_FLOAT(decodedU16, testValues[i]);
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EXPECT_EQ_FLOAT(encoded, ToScaledDepthFromIntegerScale(useFlags, testValues[i]));
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EXPECT_REL_EQ_FLOAT(decodedU16, testValue, 0.0001f);
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EXPECT_REL_EQ_FLOAT(encoded, ToScaledDepthFromIntegerScale(useFlags, testValue), 0.00001f);
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}
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}
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+16
-1
@@ -1,11 +1,26 @@
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#pragma once
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#include <cmath>
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#include <algorithm>
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inline bool rel_equal(float a, float b, float precision) {
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float diff = fabsf(a - b);
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if (diff == 0.0f) {
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return true;
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}
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float range = std::max(fabsf(a), fabsf(b));
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float quot = diff / range;
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return quot < precision;
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}
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#define EXPECT_TRUE(a) if (!(a)) { printf("%s:%i: Test Fail\n", __FUNCTION__, __LINE__); return false; }
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#define EXPECT_FALSE(a) if ((a)) { printf("%s:%i: Test Fail\n", __FUNCTION__, __LINE__); return false; }
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#define EXPECT_EQ_INT(a, b) if ((a) != (b)) { printf("%s:%i: Test Fail\n%d\nvs\n%d\n", __FUNCTION__, __LINE__, (int)(a), (int)(b)); return false; }
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#define EXPECT_EQ_HEX(a, b) if ((a) != (b)) { printf("%s:%i: Test Fail\n%x\nvs\n%x\n", __FUNCTION__, __LINE__, a, b); return false; }
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#define EXPECT_EQ_FLOAT(a, b) if ((a) != (b)) { printf("%s:%i: Test Fail\n%f\nvs\n%f\n", __FUNCTION__, __LINE__, a, b); return false; }
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#define EXPECT_EQ_FLOAT(a, b) if ((a) != (b)) { printf("%s:%i: Test Fail\n%0.7f\nvs\n%0.7f\n", __FUNCTION__, __LINE__, a, b); return false; }
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#define EXPECT_APPROX_EQ_FLOAT(a, b) if (fabsf((a)-(b))>0.00001f) { printf("%s:%i: Test Fail\n%f\nvs\n%f\n", __FUNCTION__, __LINE__, a, b); /*return false;*/ }
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#define EXPECT_REL_EQ_FLOAT(a, b, precision) if (!rel_equal(a, b, precision)) { printf("%s:%i: Test Fail\n%0.7f\nvs\n%0.7f\n", __FUNCTION__, __LINE__, a, b); /*return false;*/ }
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#define EXPECT_EQ_STR(a, b) if (a != b) { printf("%s: Test Fail\n%s\nvs\n%s\n", __FUNCTION__, a.c_str(), b.c_str()); return false; }
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#define RET(a) if (!(a)) { return false; }
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