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| author | Anthony <Helios747@users.noreply.github.com> | 2017-03-14 00:36:56 +0000 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-03-14 00:36:56 +0000 |
| commit | ef931d5339e63463111699e90047b082497fb56b (patch) | |
| tree | 35fb43a59dbde2694acdee18c28240b2835f4935 /Source/Core/VideoCommon/RenderBase.cpp | |
| parent | f0c2bae77837a1f64b8f9f4d98b0a87484672266 (diff) | |
| parent | 0a2b58c8962382454b807751b76daf933887a9e9 (diff) | |
Merge pull request #5082 from Armada651/revert-nv-depth
OGL: Remove support for NV_depth_buffer_float.
Diffstat (limited to 'Source/Core/VideoCommon/RenderBase.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/RenderBase.cpp | 28 |
1 files changed, 9 insertions, 19 deletions
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp index 87b3a5314a..104af414cf 100644 --- a/Source/Core/VideoCommon/RenderBase.cpp +++ b/Source/Core/VideoCommon/RenderBase.cpp @@ -933,25 +933,15 @@ bool Renderer::UseVertexDepthRange() const 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; + // We need a full depth range if a ztexture is used. + if (bpmem.ztex2.type != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest) + 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 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; - } + // 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; } |
