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authorJules Blok <jules.blok@gmail.com>2017-01-13 14:01:04 +0100
committerJules Blok <jules.blok@gmail.com>2017-01-13 14:01:17 +0100
commit271a9fe7a900634a1d9aeaf8f03218658fee246a (patch)
tree8efb4c6565363cc3dbb82987b7a0dbe8d461be6b /Source/Core/VideoCommon/VertexShaderManager.cpp
parentf86674800605913d4246a4998aa49165565942d1 (diff)
VertexShaderManager: Break up the conditions to make it readable.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp51
1 files changed, 27 insertions, 24 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index 32799d2f01..e516c2c63c 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -387,42 +387,45 @@ void VertexShaderManager::SetConstants()
constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
- if (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)))
+ // 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)
{
- // The depth range is handled in the vertex shader. We need to reverse
+ // 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)
{
- // 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;
+ 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
{
- // 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;
+ }
}
}
- else
- {
- constants.pixelcentercorrection[2] = 1.0f;
- constants.pixelcentercorrection[3] = 0.0f;
- }
dirty = true;
// This is so implementation-dependent that we can't have it here.