summaryrefslogtreecommitdiff
path: root/Source/Core/VideoBackends/D3D/Render.cpp
diff options
context:
space:
mode:
authorJules Blok <jules.blok@gmail.com>2016-12-27 14:26:11 +0100
committerJules Blok <jules.blok@gmail.com>2016-12-27 14:31:17 +0100
commit2ab6711f43d77d987850a782f5ef88cb9996e399 (patch)
tree23a34767e6639a8f49b119dfe4f42396491d879a /Source/Core/VideoBackends/D3D/Render.cpp
parentef82aebb971f5fd792e93facbfcb7b5bf757776c (diff)
VideoBackends: Use the full depth range when inverted depth range is unsupported.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index 1877fde9d7..35fd561e5e 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -573,10 +573,13 @@ void Renderer::SetViewport()
Y += Ht;
Ht = -Ht;
}
+
+ // If an inverted depth range is used, which D3D doesn't support,
+ // we need to calculate the depth range in the vertex shader.
if (xfmem.viewport.zRange < 0.0f)
{
- min_depth = 1.0f - min_depth;
- max_depth = 1.0f - max_depth;
+ min_depth = 0.0f;
+ max_depth = GX_MAX_DEPTH;
}
// In D3D, the viewport rectangle must fit within the render target.
@@ -585,11 +588,9 @@ void Renderer::SetViewport()
Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
- // 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. 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.
+ // We use an inverted depth range here to apply the Reverse Z trick.
+ // This trick makes sure we match the precision provided by the 1:0
+ // clipping depth range on the hardware.
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
D3D::context->RSSetViewports(1, &vp);
}