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authorJules Blok <jules.blok@gmail.com>2017-02-19 16:41:04 +0100
committerJules Blok <jules.blok@gmail.com>2017-02-21 02:57:23 +0100
commit28e6e259edc6828b467346d8e3f532c01791eabc (patch)
treeb9997b729d4a28656c22563cbe143f4aeda043bd /Source/Core/VideoBackends/D3D12/Render.cpp
parent51944afa56fca91c30c2b098ee75728d3784c0ae (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.cpp8
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;
}