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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/VertexShaderManager.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/VertexShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp58
1 files changed, 36 insertions, 22 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index c7331fe446..e516c2c63c 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -387,30 +387,44 @@ void VertexShaderManager::SetConstants()
constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
- // The depth range is handled in the vertex shader. We need to reverse
- // the far value to get a reversed depth range mapping. This is necessary
- // because the standard depth range equation pushes all depth values towards
- // the back of the depth buffer where conventionally depth buffers have the
- // least precision.
- if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
+ // By default we don't change the depth value at all in the vertex shader.
+ constants.pixelcentercorrection[2] = 1.0f;
+ constants.pixelcentercorrection[3] = 0.0f;
+
+ if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
- // For backends that support reversing the depth range we also support cases
- // where the console also uses reversed depth with the same accuracy. We need
- // to make sure the depth range is positive here and then reverse the depth in
- // the backend viewport.
- constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
- if (xfmem.viewport.zRange < 0.0f)
- constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
+ // Oversized depth ranges are handled in the vertex shader. We need to reverse
+ // the far value to get a reversed depth range mapping. This is necessary
+ // because the standard depth range equation pushes all depth values towards
+ // the back of the depth buffer where conventionally depth buffers have the
+ // least precision.
+ if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
+ {
+ if (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f)
+ {
+ // For backends that support reversing the depth range we also support cases
+ // where the console also uses reversed depth with the same accuracy. We need
+ // to make sure the depth range is positive here and then reverse the depth in
+ // the backend viewport.
+ constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
+ if (xfmem.viewport.zRange < 0.0f)
+ constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
+ else
+ constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
+ }
+ }
else
- constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
- }
- else
- {
- // For backends that don't support reversing the depth range we can still render
- // cases where the console uses reversed depth correctly. But we simply can't
- // provide the same accuracy as the console.
- constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
- constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
+ {
+ if (xfmem.viewport.zRange < 0.0f || xfmem.viewport.zRange > 16777215.0f ||
+ fabs(xfmem.viewport.farZ) > 16777215.0f)
+ {
+ // For backends that don't support reversing the depth range we can still render
+ // cases where the console uses reversed depth correctly. But we simply can't
+ // provide the same accuracy as the console.
+ constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
+ constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
+ }
+ }
}
dirty = true;