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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/OGL/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/OGL/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp23
1 files changed, 19 insertions, 4 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index a92c4810f4..f55d06ecbc 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -1123,6 +1123,24 @@ void Renderer::SetViewport()
Height *= -1;
}
+ // If an oversized depth range is used, we need to calculate the depth range in the vertex shader.
+ if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
+ (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.
+ // Taking into account whether the depth range is inverted or not.
+ if (xfmem.viewport.zRange < 0.0f)
+ {
+ min_depth = GX_MAX_DEPTH;
+ max_depth = 0.0f;
+ }
+ else
+ {
+ min_depth = 0.0f;
+ max_depth = GX_MAX_DEPTH;
+ }
+ }
+
// Update the view port
if (g_ogl_config.bSupportViewportFloat)
{
@@ -1134,10 +1152,7 @@ void Renderer::SetViewport()
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
}
- // Set the reversed depth range. If we do depth clipping and depth range in the
- // vertex shader we only need to ensure depth values don't exceed the maximum
- // value supported by the console GPU. If not, we simply clamp the near/far values
- // themselves to the maximum value as done above.
+ // Set the reversed depth range.
glDepthRangef(max_depth, min_depth);
}