diff options
Diffstat (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp')
| -rw-r--r-- | Source/Core/VideoBackends/D3D12/Render.cpp | 13 |
1 files changed, 6 insertions, 7 deletions
diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index e5ca00bd7e..da5e48c053 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -454,10 +454,8 @@ void Renderer::SetViewport() float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset); float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float height = 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 (width < 0.0f) { x += width; @@ -469,10 +467,11 @@ void Renderer::SetViewport() height = -height; } - // 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; } |
