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authorMarkus Wick <degasus@users.noreply.github.com>2017-03-10 18:05:52 +0100
committerGitHub <noreply@github.com>2017-03-10 18:05:52 +0100
commite99cd57eb3827b246ea712e031bac3ffe92fe109 (patch)
treef12d83d565f2e36d785046ff5917814be50fe62b /Source/Core/VideoBackends/Vulkan/Renderer.cpp
parenta3f5e3e27dacc40082346bbb00d41eddd61b16b9 (diff)
parent3f41e6d4cf9f1a318c6d32fea4d2b422684961a3 (diff)
Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/Renderer.cpp')
-rw-r--r--Source/Core/VideoBackends/Vulkan/Renderer.cpp15
1 files changed, 7 insertions, 8 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
index d44317b3de..0a65290dd0 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
@@ -1628,10 +1628,8 @@ 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, -16777215.0f, 16777215.0f);
- 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;
+ float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
+ float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (width < 0.0f)
{
x += width;
@@ -1643,11 +1641,12 @@ void Renderer::SetViewport()
height = -height;
}
- // If an inverted depth range is used, which the Vulkan drivers don't
- // support, we need to calculate the depth range in the vertex shader.
- // TODO: Make this into a DriverDetails bug and write a test for CTS.
- if (xfmem.viewport.zRange < 0.0f)
+ // If an oversized or inverted depth range is used, we need to calculate the depth range in the
+ // vertex shader.
+ // TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
+ if (UseVertexDepthRange())
{
+ // We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}