diff options
| author | Jules Blok <jules.blok@gmail.com> | 2017-02-24 15:16:28 +0100 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2017-02-26 11:34:48 +0100 |
| commit | a15555fe0304e1ba560f91f8bacc8b121d226d1c (patch) | |
| tree | 922822e65fa1303363f76896e9742ce7b5fd3582 /Source/Core/VideoBackends/OGL/Render.cpp | |
| parent | bde81269130c31c93cbb0f0f3ac8f23560751cac (diff) | |
VideoBackends: Use vertex shader depth range if ztexture is used.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/OGL/Render.cpp | 45 |
1 files changed, 20 insertions, 25 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index f8405250d7..ee7d37bb67 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1135,41 +1135,36 @@ void Renderer::SetViewport() glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height)); } - // Set the reversed depth range. - if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges) + if (!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges && + !g_ActiveConfig.backend_info.bSupportsDepthClamp) { - glDepthRangedNV(max_depth, min_depth); + // There's no way to support oversized depth ranges in this situation. Let's just clamp the + // range to the maximum value supported by the console GPU and hope for the best. + min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH); + max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH); } - else + + if (UseVertexDepthRange()) { - // 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) { - // 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; - } + min_depth = GX_MAX_DEPTH; + max_depth = 0.0f; } else { - // There's no way to support oversized depth ranges in this situation. Let's just clamp the - // range to the maximum value supported by the console GPU and hope for the best. - min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH); - max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH); + min_depth = 0.0f; + max_depth = GX_MAX_DEPTH; } + } + // Set the reversed depth range. + if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges) + glDepthRangedNV(max_depth, min_depth); + else glDepthRangef(max_depth, min_depth); - } } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, |
