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authorScott Mansell <phiren@gmail.com>2016-08-24 02:28:53 +1200
committerGitHub <noreply@github.com>2016-08-24 02:28:53 +1200
commit0fbf72cbf1e616703e75a6f202b018954ae4372b (patch)
tree152a4199b061ddfb2ef0c0344050e01c6340d20d /Source/Core/VideoBackends/D3D/Render.cpp
parent817009236474cce63e783cf5168d173d790ca79a (diff)
parent65472260d8cd81ecbfdb9856424aa584f0b1ce2a (diff)
Merge pull request #4140 from Armada651/ww-depth
D3D: Correctly invert the viewport depth range.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp6
1 files changed, 4 insertions, 2 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index a6301e53a2..57e481cde4 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -580,8 +580,10 @@ void Renderer::SetViewport()
// We do depth clipping and depth range in the vertex shader instead of relying
// on the graphics API. However we still need to ensure depth values don't exceed
- // the maximum value supported by the console GPU.
- D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, D3D11_MIN_DEPTH, GX_MAX_DEPTH);
+ // the maximum value supported by the console GPU. We also need to account for the
+ // fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as
+ // an inverted near value.
+ D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - GX_MAX_DEPTH, D3D11_MAX_DEPTH);
D3D::context->RSSetViewports(1, &vp);
}