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path: root/Source/Core/VideoBackends/D3D/Render.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/D3D/Render.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/Render.cpp13
1 files changed, 6 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index f937ed60b4..b082963820 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -546,10 +546,8 @@ void Renderer::SetViewport()
float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
- float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f);
- float min_depth =
- MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
- float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
+ float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
+ float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (Wd < 0.0f)
{
X += Wd;
@@ -561,10 +559,11 @@ void Renderer::SetViewport()
Ht = -Ht;
}
- // If an inverted depth range is used, which D3D doesn't support,
- // we need to calculate the depth range in the vertex shader.
- if (xfmem.viewport.zRange < 0.0f)
+ // If an inverted or oversized depth range is used, we need to calculate the depth range in the
+ // vertex shader.
+ if (UseVertexDepthRange())
{
+ // We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}