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| author | Jules Blok <jules.blok@gmail.com> | 2016-08-15 15:25:50 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2016-08-16 21:09:58 +0200 |
| commit | 7078216b61777ff89350d1bdc66c7c032b0b2296 (patch) | |
| tree | 16c1ec3a1ecbb44e7806224113fc08a17febe9af /Source/Core/VideoBackends/D3D12/Render.cpp | |
| parent | 8c1c7fc2da65eea1a8244ce196d94313f7fdfb1b (diff) | |
Improve documentation.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/Render.cpp | 6 |
1 files changed, 4 insertions, 2 deletions
diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index 09e7356259..912cd4908d 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -482,8 +482,10 @@ void Renderer::SetViewport() width = (x + width <= GetTargetWidth()) ? width : (GetTargetWidth() - x); height = (y + height <= GetTargetHeight()) ? height : (GetTargetHeight() - y); - D3D12_VIEWPORT vp = {x, y, width, height, D3D12_MIN_DEPTH, 16777215.0f / 16777216.0f}; - + // 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. + D3D12_VIEWPORT vp = {x, y, width, height, D3D12_MIN_DEPTH, GX_MAX_DEPTH}; D3D::current_command_list->RSSetViewports(1, &vp); } |
