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authorJules Blok <jules.blok@gmail.com>2017-02-21 16:15:22 +0100
committerJules Blok <jules.blok@gmail.com>2017-02-24 14:54:20 +0100
commitbde81269130c31c93cbb0f0f3ac8f23560751cac (patch)
tree2bab689d3eb5a205d47815e9c8dd07ec0c3b6aa4 /Source/Core/VideoBackends/OGL/Render.cpp
parent94522d4cf3f18ba0783a877a8254537f0ff383ac (diff)
VideoBackends: Remove depth range clamping hacks.
Oversized depth ranges are handled correctly now, we don't need to hack around them with clamps anymore.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index abee545ba4..f8405250d7 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -1111,6 +1111,8 @@ void Renderer::SetViewport()
(float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
+ float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
+ float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (Width < 0)
{
X += Width;
@@ -1136,17 +1138,10 @@ void Renderer::SetViewport()
// Set the reversed depth range.
if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
{
- float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
- float max_depth = xfmem.viewport.farZ / 16777216.0f;
glDepthRangedNV(max_depth, min_depth);
}
else
{
- float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 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 an oversized depth range is used, we need to calculate the depth range in the
// vertex shader.
if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
@@ -1165,6 +1160,13 @@ void Renderer::SetViewport()
max_depth = GX_MAX_DEPTH;
}
}
+ 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);
+ }
glDepthRangef(max_depth, min_depth);
}