summaryrefslogtreecommitdiff
path: root/Source/Core/VideoCommon/VertexShaderGen.cpp
diff options
context:
space:
mode:
authorMarkus Wick <degasus@users.noreply.github.com>2017-01-15 23:02:13 +0100
committerGitHub <noreply@github.com>2017-01-15 23:02:13 +0100
commit23104b6939079a5153eb52213f771d4157c3bbea (patch)
tree4f5a38c6559e1a79d4bb5bfa484d25339e7f26a9 /Source/Core/VideoCommon/VertexShaderGen.cpp
parent28f0d8e8a73af1323d3d88b91459911469f2ac1c (diff)
parent271a9fe7a900634a1d9aeaf8f03218658fee246a (diff)
Merge pull request #4655 from Armada651/vertex-depth-no-uid
VertexShaderGen: Remove the need for an extra UID.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp30
1 files changed, 9 insertions, 21 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 8ebcc76257..49052db9be 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -30,10 +30,6 @@ VertexShaderUid GetVertexShaderUid()
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
uid_data->numColorChans = xfmem.numChan.numColorChans;
- uid_data->vertex_depth =
- g_ActiveConfig.backend_info.bSupportsDepthClamp &&
- ((fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f) ||
- (xfmem.viewport.zRange < 0.0f && !g_ActiveConfig.backend_info.bSupportsReversedDepthRange));
GetLightingShaderUid(uid_data->lighting);
@@ -438,23 +434,15 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
// override it with the correct values if not then early z culling will improve speed.
// There are two different ways to do this, when the depth range is oversized, we process
// the depth range in the vertex shader, if not we let the host driver handle it.
- if (uid_data->vertex_depth)
- {
- // Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
- // so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
- // We have to handle the depth range in the vertex shader instead of after the perspective
- // divide, because some games will use a depth range larger than what is allowed by the
- // graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
- // games effectively add a depth bias to the values written to the depth buffer.
- out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
- "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
- }
- else
- {
- // Here we rely on the host driver to process the depth range, however we still need to invert
- // the console -1..0 range to the 0..1 range used in the depth buffer.
- out.Write("o.pos.z = -o.pos.z;\n");
- }
+ //
+ // Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
+ // so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
+ // We have to handle the depth range in the vertex shader instead of after the perspective
+ // divide, because some games will use a depth range larger than what is allowed by the
+ // graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
+ // games effectively add a depth bias to the values written to the depth buffer.
+ out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
+ "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
if (!g_ActiveConfig.backend_info.bSupportsClipControl)
{