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authorJules Blok <jules.blok@gmail.com>2016-08-21 17:47:24 +0200
committerJules Blok <jules.blok@gmail.com>2016-08-23 15:54:04 +0200
commita8a93489133188f221d079e4d28f6ceb56d2fb83 (patch)
tree949db3973ee0e7b6f81077bdf27791659ac21b76 /Source/Core/VideoCommon/VertexShaderManager.cpp
parent92f165d75693e54285294bb666f33d003d1ab174 (diff)
OGL: Handle cases where reversed depth is already used.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp22
1 files changed, 20 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index 5f9f4affdc..e8f82d0bf5 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -392,8 +392,26 @@ void VertexShaderManager::SetConstants()
// 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.
- constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
- constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
+ 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] = abs(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;
+ }
dirty = true;
// This is so implementation-dependent that we can't have it here.