diff options
| author | Jules Blok <jules.blok@gmail.com> | 2016-08-22 14:37:56 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2016-08-23 09:57:11 +0200 |
| commit | 65472260d8cd81ecbfdb9856424aa584f0b1ce2a (patch) | |
| tree | 9f7fa16cbfb9e1008c9716633780310e39af4aa7 /Source/Core/VideoBackends/D3D/Render.cpp | |
| parent | f1964f90d647251b677b3de29d08c4c22ea5344a (diff) | |
D3D: Correctly invert the viewport depth range.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/Render.cpp | 6 |
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); } |
