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authorStenzek <stenzek@gmail.com>2018-01-21 22:04:15 +1000
committerStenzek <stenzek@gmail.com>2018-02-20 00:49:32 +1000
commit5359396099dd09583a155dbf4c6bd04df0a97582 (patch)
tree205baf7bea96fbb14ad1c8425fbe9e65fdd11f49 /Source/Core/VideoCommon/BPFunctions.cpp
parenta2d2a0a356cd9ef66077033b553fd09ba7423f9a (diff)
BPFunctions: Move GX viewport conversion to VideoCommon
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp71
1 files changed, 71 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp
index a937a9037e..9ae6c27730 100644
--- a/Source/Core/VideoCommon/BPFunctions.cpp
+++ b/Source/Core/VideoCommon/BPFunctions.cpp
@@ -12,6 +12,7 @@
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
+#include "VideoCommon/XFMemory.h"
namespace BPFunctions
{
@@ -68,6 +69,76 @@ void SetScissor()
g_renderer->SetScissorRect(rc);
}
+void SetViewport()
+{
+ int scissor_x_off = bpmem.scissorOffset.x * 2;
+ int scissor_y_off = bpmem.scissorOffset.y * 2;
+ float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_off);
+ float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_off);
+
+ float width = g_renderer->EFBToScaledXf(2.0f * xfmem.viewport.wd);
+ float height = g_renderer->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.f)
+ {
+ x += width;
+ width *= -1;
+ }
+ if (height < 0.f)
+ {
+ y += height;
+ height *= -1;
+ }
+
+ // The maximum depth that is written to the depth buffer should never exceed this value.
+ // This is necessary because we use a 2^24 divisor for all our depth values to prevent
+ // floating-point round-trip errors. However the console GPU doesn't ever write a value
+ // to the depth buffer that exceeds 2^24 - 1.
+ constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
+ if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
+ {
+ // 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);
+ }
+
+ if (g_renderer->UseVertexDepthRange())
+ {
+ // 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 && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
+ {
+ min_depth = GX_MAX_DEPTH;
+ max_depth = 0.0f;
+ }
+ else
+ {
+ min_depth = 0.0f;
+ max_depth = GX_MAX_DEPTH;
+ }
+ }
+
+ float near_depth, far_depth;
+ if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
+ {
+ // Set the reversed depth range.
+ near_depth = max_depth;
+ far_depth = min_depth;
+ }
+ else
+ {
+ // We use an inverted depth range here to apply the Reverse Z trick.
+ // This trick makes sure we match the precision provided by the 1:0
+ // clipping depth range on the hardware.
+ near_depth = 1.0f - max_depth;
+ far_depth = 1.0f - min_depth;
+ }
+
+ g_renderer->SetViewport(x, y, width, height, near_depth, far_depth);
+}
+
void SetDepthMode()
{
DepthState state = {};