diff options
| author | Jules Blok <jules.blok@gmail.com> | 2016-11-23 23:25:44 +0100 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2016-12-27 14:31:17 +0100 |
| commit | ef82aebb971f5fd792e93facbfcb7b5bf757776c (patch) | |
| tree | 3c923c01d898aefa981040f18a5503e785c7dc57 /Source/Core/VideoBackends/D3D/Render.cpp | |
| parent | 8e506cb974521017e2563821221784eb54cf8e98 (diff) | |
VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D/Render.cpp | 11 |
1 files changed, 10 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index df9335265a..1877fde9d7 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -559,6 +559,10 @@ void Renderer::SetViewport() float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff); float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); + float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777216.0f); + float min_depth = + MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; + float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; if (Wd < 0.0f) { X += Wd; @@ -569,6 +573,11 @@ void Renderer::SetViewport() Y += Ht; Ht = -Ht; } + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = 1.0f - min_depth; + max_depth = 1.0f - max_depth; + } // In D3D, the viewport rectangle must fit within the render target. X = (X >= 0.f) ? X : 0.f; @@ -581,7 +590,7 @@ void Renderer::SetViewport() // 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); + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth); D3D::context->RSSetViewports(1, &vp); } |
