diff options
| author | Jules Blok <jules.blok@gmail.com> | 2016-11-23 23:25:44 +0100 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2016-12-27 14:31:17 +0100 |
| commit | ef82aebb971f5fd792e93facbfcb7b5bf757776c (patch) | |
| tree | 3c923c01d898aefa981040f18a5503e785c7dc57 /Source/Core/VideoBackends/Vulkan/Renderer.cpp | |
| parent | 8e506cb974521017e2563821221784eb54cf8e98 (diff) | |
VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/Renderer.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/Vulkan/Renderer.cpp | 29 |
1 files changed, 10 insertions, 19 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp index 9c558aa9f9..a375d89012 100644 --- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp +++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp @@ -1635,6 +1635,10 @@ 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, -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 < 0.0f) { x += width; @@ -1645,29 +1649,16 @@ void Renderer::SetViewport() y += height; height = -height; } + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = 1.0f - min_depth; + max_depth = 1.0f - max_depth; + } // 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. - float min_depth, max_depth; - if (g_ActiveConfig.backend_info.bSupportsDepthClamp) - { - min_depth = 1.0f - GX_MAX_DEPTH; - max_depth = 1.0f; - } - else - { - float near_val = MathUtil::Clamp<float>(xfmem.viewport.farZ - - MathUtil::Clamp<float>(xfmem.viewport.zRange, - -16777216.0f, 16777216.0f), - 0.0f, 16777215.0f) / - 16777216.0f; - float far_val = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; - min_depth = near_val; - max_depth = far_val; - } - - VkViewport viewport = {x, y, width, height, min_depth, max_depth}; + VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth}; StateTracker::GetInstance()->SetViewport(viewport); } |
