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| author | Lioncash <mathew1800@gmail.com> | 2014-12-03 14:49:30 -0500 |
|---|---|---|
| committer | Lioncash <mathew1800@gmail.com> | 2014-12-03 14:49:30 -0500 |
| commit | 88cd27bbcaaa46b8bbd3cf29ee71327c629be0c2 (patch) | |
| tree | 7f8799a92409bbd9fd9efe8327b305a3724adbdd /Source/Core/VideoBackends/D3D/Render.cpp | |
| parent | b9b3277fb52cc14065082482b0c654217b39841c (diff) | |
| parent | 36b886cb802c44eb02482b17ce483ba76ccb25ee (diff) | |
Merge pull request #1392 from kayru/d3d_viewport_depth
D3D: Replaced shader-based depth range remap with viewport
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/Render.cpp | 5 |
1 files changed, 2 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 0441e63d7b..5db7b8b4ec 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -485,10 +485,9 @@ void Renderer::SetViewport() Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X); Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y); - // Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, - 0.f, // (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; - 1.f); // xfmem.viewport.farZ / 16777216.0f; + std::max(0.0f, std::min(1.0f, (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f)), + std::max(0.0f, std::min(1.0f, xfmem.viewport.farZ / 16777216.0f))); D3D::context->RSSetViewports(1, &vp); } |
