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path: root/Source/Core/VideoBackends/Vulkan/Renderer.cpp
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Diffstat (limited to 'Source/Core/VideoBackends/Vulkan/Renderer.cpp')
-rw-r--r--Source/Core/VideoBackends/Vulkan/Renderer.cpp29
1 files changed, 10 insertions, 19 deletions
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
index 9c558aa9f9..a375d89012 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
@@ -1635,6 +1635,10 @@ 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, -16777216.0f, 16777216.0f);
+ 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;
if (width < 0.0f)
{
x += width;
@@ -1645,29 +1649,16 @@ void Renderer::SetViewport()
y += height;
height = -height;
}
+ if (xfmem.viewport.zRange < 0.0f)
+ {
+ min_depth = 1.0f - min_depth;
+ max_depth = 1.0f - max_depth;
+ }
// If we do depth clipping and depth range in the vertex shader we only need to ensure
// depth values don't exceed the maximum value supported by the console GPU. If not,
// we simply clamp the near/far values themselves to the maximum value as done above.
- float min_depth, max_depth;
- if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
- {
- min_depth = 1.0f - GX_MAX_DEPTH;
- max_depth = 1.0f;
- }
- else
- {
- float near_val = MathUtil::Clamp<float>(xfmem.viewport.farZ -
- MathUtil::Clamp<float>(xfmem.viewport.zRange,
- -16777216.0f, 16777216.0f),
- 0.0f, 16777215.0f) /
- 16777216.0f;
- float far_val = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
- min_depth = near_val;
- max_depth = far_val;
- }
-
- VkViewport viewport = {x, y, width, height, min_depth, max_depth};
+ VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
StateTracker::GetInstance()->SetViewport(viewport);
}