diff options
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/BPFunctions.cpp | 89 |
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() |
