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| author | Markus Wick <degasus@users.noreply.github.com> | 2017-03-10 18:05:52 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-03-10 18:05:52 +0100 |
| commit | e99cd57eb3827b246ea712e031bac3ffe92fe109 (patch) | |
| tree | f12d83d565f2e36d785046ff5917814be50fe62b /Source/Core/VideoCommon/RenderBase.cpp | |
| parent | a3f5e3e27dacc40082346bbb00d41eddd61b16b9 (diff) | |
| parent | 3f41e6d4cf9f1a318c6d32fea4d2b422684961a3 (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/VideoCommon/RenderBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/RenderBase.cpp | 29 |
1 files changed, 29 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp index 1c99e51950..87b3a5314a 100644 --- a/Source/Core/VideoCommon/RenderBase.cpp +++ b/Source/Core/VideoCommon/RenderBase.cpp @@ -926,3 +926,32 @@ void Renderer::DumpFrameToImage(const FrameDumpConfig& config) TextureToPng(config.data, config.stride, filename, config.width, config.height, false); m_frame_dump_image_counter++; } + +bool Renderer::UseVertexDepthRange() const +{ + // We can't compute the depth range in the vertex shader if we don't support depth clamp. + if (!g_ActiveConfig.backend_info.bSupportsDepthClamp) + return false; + + const bool ztexture_enabled = bpmem.ztex2.type != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest; + + if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges) + { + // We support oversized depth ranges, but we need a full depth range if a ztexture is used. + return ztexture_enabled; + } + else + { + // We need a full depth range if a ztexture is used. + if (ztexture_enabled) + return true; + + // If an inverted depth range is unsupported, we also need to check if the range is inverted. + if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f) + return true; + + // If an oversized depth range or a ztexture is used, we need to calculate the depth range + // in the vertex shader. + return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f; + } +} |
