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path: root/Source/Core/VideoCommon/VertexShaderGen.cpp
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-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp56
1 files changed, 38 insertions, 18 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index aa69550bd8..a42f090716 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -399,28 +399,43 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("o.colors_1 = color1;\n");
}
- // write the true depth value, if the game uses depth textures pixel shaders will override with
- // the correct values
- // if not early z culling will improve speed
- if (g_ActiveConfig.backend_info.bSupportsClipControl)
+ // Write the true depth value. If the game uses depth textures, then the pixel shader will
+ // override it with the correct values if not then early z culling will improve speed.
+ if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
+ // If we can disable the incorrect depth clipping planes using depth clamping, then we can do
+ // our own depth clipping and calculate the depth range before the perspective divide.
+
+ // Since we're adjusting z for the depth range before the perspective divide, we have to do our
+ // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
+ out.Write("o.clipDist0 = o.pos.z + o.pos.w;\n"); // Near: z < -w
+ out.Write("o.clipDist1 = -o.pos.z;\n"); // Far: z > 0
+
+ // Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
+ // so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
+ // We have to handle the depth range in the vertex shader instead of after the perspective
+ // divide, because some games will use a depth range larger than what is allowed by the
+ // graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
+ // games effectively add a depth bias to the values written to the depth buffer.
+ out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
+ "o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
+ }
+ else
+ {
+ // If we can't disable the incorrect depth clipping planes, then we need to rely on the
+ // graphics API to handle the depth range after the perspective divide. This can result in
+ // inaccurate depth values due to the missing depth bias, but that can be least corrected by
+ // overriding depth values in the pixel shader. We still need to take care of the reversed depth
+ // though, so we do that here.
out.Write("o.pos.z = -o.pos.z;\n");
}
- else // OGL
+
+ if (!g_ActiveConfig.backend_info.bSupportsClipControl)
{
- // this results in a scale from -1..0 to -1..1 after perspective
- // divide
- out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\n");
-
- // the next steps of the OGL pipeline are:
- // (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
- // clipping to -w_c <= (x_c,y_c,z_c) <= w_c
- // (x_d,y_d,z_d) = (x_c,y_c,z_c)/w_c//perspective divide
- // z_w = (f-n)/2*z_d + (n+f)/2
- // z_w now contains the value to go to the 0..1 depth buffer
-
- // trying to get the correct semantic while not using glDepthRange
- // seems to get rather complicated
+ // If the graphics API doesn't support a depth range of 0..1, then we need to map z to
+ // the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
+ // operation that can introduce a round-trip error.
+ out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
}
// The console GPU places the pixel center at 7/12 in screen space unless
@@ -453,6 +468,11 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("colors_1 = o.colors_1;\n");
}
+ if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
+ {
+ out.Write("gl_ClipDistance[0] = o.clipDist0;\n");
+ out.Write("gl_ClipDistance[1] = o.clipDist1;\n");
+ }
out.Write("gl_Position = o.pos;\n");
}
else // D3D