diff options
| author | Jules Blok <jules.blok@gmail.com> | 2017-02-19 16:41:04 +0100 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2017-02-21 02:57:23 +0100 |
| commit | 28e6e259edc6828b467346d8e3f532c01791eabc (patch) | |
| tree | b9997b729d4a28656c22563cbe143f4aeda043bd /Source/Core/VideoBackends/D3D12/Render.cpp | |
| parent | 51944afa56fca91c30c2b098ee75728d3784c0ae (diff) | |
VideoBackends: Set the maximum range when the depth range is oversized.
The depth values generated by the vertex shader need to be clamped correctly.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/Render.cpp | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index 812a0adf11..d72ab7497a 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -481,10 +481,12 @@ void Renderer::SetViewport() height = -height; } - // 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) + // If an inverted or oversized depth range is used, we need to calculate the depth range in the + // vertex shader. + if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f || + fabs(xfmem.viewport.farZ) > 16777215.0f) { + // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; max_depth = GX_MAX_DEPTH; } |
