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authorMarkus Wick <degasus@users.noreply.github.com>2017-03-10 18:05:52 +0100
committerGitHub <noreply@github.com>2017-03-10 18:05:52 +0100
commite99cd57eb3827b246ea712e031bac3ffe92fe109 (patch)
treef12d83d565f2e36d785046ff5917814be50fe62b /Source/Core/VideoCommon/VertexShaderManager.cpp
parenta3f5e3e27dacc40082346bbb00d41eddd61b16b9 (diff)
parent3f41e6d4cf9f1a318c6d32fea4d2b422684961a3 (diff)
Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderManager.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp40
1 files changed, 14 insertions, 26 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index 4c3959d92d..36bace7426 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -391,39 +391,27 @@ void VertexShaderManager::SetConstants()
constants.pixelcentercorrection[2] = 1.0f;
constants.pixelcentercorrection[3] = 0.0f;
- if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
+ if (g_renderer->UseVertexDepthRange())
{
// 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.
+ // the far value to use the reversed-Z trick.
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;
- }
+ // Sometimes the console also tries to use the reversed-Z trick. We can only do
+ // that with the expected accuracy if the backend can reverse the depth range.
+ 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
{
- 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;
- }
+ // For backends that don't support reversing the depth range we can still render
+ // cases where the console uses the reversed-Z trick. But we simply can't provide
+ // the expected accuracy, which might result in z-fighting.
+ constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
+ constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
}
}