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-rw-r--r--Source/Core/VideoCommon/BPFunctions.cpp89
1 files changed, 74 insertions, 15 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp
index a937a9037e..0e4551da09 100644
--- a/Source/Core/VideoCommon/BPFunctions.cpp
+++ b/Source/Core/VideoCommon/BPFunctions.cpp
@@ -12,6 +12,7 @@
#include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h"
+#include "VideoCommon/XFMemory.h"
namespace BPFunctions
{
@@ -48,24 +49,82 @@ void SetScissor()
const int xoff = bpmem.scissorOffset.x * 2;
const int yoff = bpmem.scissorOffset.y * 2;
- EFBRectangle rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff, bpmem.scissorBR.x - xoff + 1,
- bpmem.scissorBR.y - yoff + 1);
+ EFBRectangle native_rc(bpmem.scissorTL.x - xoff, bpmem.scissorTL.y - yoff,
+ bpmem.scissorBR.x - xoff + 1, bpmem.scissorBR.y - yoff + 1);
+ native_rc.ClampUL(0, 0, EFB_WIDTH, EFB_HEIGHT);
- if (rc.left < 0)
- rc.left = 0;
- if (rc.top < 0)
- rc.top = 0;
- if (rc.right > EFB_WIDTH)
- rc.right = EFB_WIDTH;
- if (rc.bottom > EFB_HEIGHT)
- rc.bottom = EFB_HEIGHT;
+ TargetRectangle target_rc = g_renderer->ConvertEFBRectangle(native_rc);
+ g_renderer->SetScissorRect(target_rc);
+}
- if (rc.left > rc.right)
- rc.right = rc.left;
- if (rc.top > rc.bottom)
- rc.bottom = rc.top;
+void SetViewport()
+{
+ int scissor_x_off = bpmem.scissorOffset.x * 2;
+ int scissor_y_off = bpmem.scissorOffset.y * 2;
+ float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_off);
+ float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_off);
+
+ float width = g_renderer->EFBToScaledXf(2.0f * xfmem.viewport.wd);
+ float height = g_renderer->EFBToScaledYf(-2.0f * xfmem.viewport.ht);
+ float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
+ float max_depth = xfmem.viewport.farZ / 16777216.0f;
+ if (width < 0.f)
+ {
+ x += width;
+ width *= -1;
+ }
+ if (height < 0.f)
+ {
+ y += height;
+ height *= -1;
+ }
+
+ // The maximum depth that is written to the depth buffer should never exceed this value.
+ // This is necessary because we use a 2^24 divisor for all our depth values to prevent
+ // floating-point round-trip errors. However the console GPU doesn't ever write a value
+ // to the depth buffer that exceeds 2^24 - 1.
+ constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
+ if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
+ {
+ // There's no way to support oversized depth ranges in this situation. Let's just clamp the
+ // range to the maximum value supported by the console GPU and hope for the best.
+ min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
+ max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
+ }
+
+ if (g_renderer->UseVertexDepthRange())
+ {
+ // We need to ensure depth values are clamped the maximum value supported by the console GPU.
+ // Taking into account whether the depth range is inverted or not.
+ if (xfmem.viewport.zRange < 0.0f && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
+ {
+ min_depth = GX_MAX_DEPTH;
+ max_depth = 0.0f;
+ }
+ else
+ {
+ min_depth = 0.0f;
+ max_depth = GX_MAX_DEPTH;
+ }
+ }
+
+ float near_depth, far_depth;
+ if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
+ {
+ // Set the reversed depth range.
+ near_depth = max_depth;
+ far_depth = min_depth;
+ }
+ else
+ {
+ // We use an inverted depth range here to apply the Reverse Z trick.
+ // This trick makes sure we match the precision provided by the 1:0
+ // clipping depth range on the hardware.
+ near_depth = 1.0f - max_depth;
+ far_depth = 1.0f - min_depth;
+ }
- g_renderer->SetScissorRect(rc);
+ g_renderer->SetViewport(x, y, width, height, near_depth, far_depth);
}
void SetDepthMode()