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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/OGL/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/OGL/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/Render.cpp22
1 files changed, 5 insertions, 17 deletions
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index c3416f2b4d..f49e501ff0 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -1122,12 +1122,10 @@ void Renderer::SetViewport()
(float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
- float GLNear = MathUtil::Clamp<float>(
- xfmem.viewport.farZ -
- MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 16777216.0f),
- 0.0f, 16777215.0f) /
- 16777216.0f;
- float GLFar = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
+ 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 (Width < 0)
{
X += Width;
@@ -1154,17 +1152,7 @@ void Renderer::SetViewport()
// 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.
- if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
- {
- if (xfmem.viewport.zRange < 0.0f)
- glDepthRangef(0.0f, GX_MAX_DEPTH);
- else
- glDepthRangef(GX_MAX_DEPTH, 0.0f);
- }
- else
- {
- glDepthRangef(GLFar, GLNear);
- }
+ glDepthRangef(max_depth, min_depth);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,