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authorJules Blok <jules.blok@gmail.com>2016-11-23 23:25:44 +0100
committerJules Blok <jules.blok@gmail.com>2016-12-27 14:31:17 +0100
commitef82aebb971f5fd792e93facbfcb7b5bf757776c (patch)
tree3c923c01d898aefa981040f18a5503e785c7dc57 /Source/Core/VideoBackends/D3D12/Render.cpp
parent8e506cb974521017e2563821221784eb54cf8e98 (diff)
VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D12/Render.cpp11
1 files changed, 10 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp
index d5a2baa661..ce22583c68 100644
--- a/Source/Core/VideoBackends/D3D12/Render.cpp
+++ b/Source/Core/VideoBackends/D3D12/Render.cpp
@@ -464,6 +464,10 @@ void Renderer::SetViewport()
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = 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 (width < 0.0f)
{
x += width;
@@ -474,6 +478,11 @@ void Renderer::SetViewport()
y += height;
height = -height;
}
+ 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;
@@ -486,7 +495,7 @@ 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.
- D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - GX_MAX_DEPTH, D3D12_MAX_DEPTH};
+ D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
D3D::current_command_list->RSSetViewports(1, &vp);
}