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| author | Markus Wick <degasus@users.noreply.github.com> | 2017-03-10 18:05:52 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2017-03-10 18:05:52 +0100 |
| commit | e99cd57eb3827b246ea712e031bac3ffe92fe109 (patch) | |
| tree | f12d83d565f2e36d785046ff5917814be50fe62b /Source/Core/VideoCommon/VertexShaderManager.cpp | |
| parent | a3f5e3e27dacc40082346bbb00d41eddd61b16b9 (diff) | |
| parent | 3f41e6d4cf9f1a318c6d32fea4d2b422684961a3 (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.cpp | 40 |
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; } } |
