diff options
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderManager.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderManager.cpp | 40 |
1 files changed, 14 insertions, 26 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp index 4c3959d92d..36bace7426 100644 --- a/Source/Core/VideoCommon/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/VertexShaderManager.cpp @@ -391,39 +391,27 @@ void VertexShaderManager::SetConstants() constants.pixelcentercorrection[2] = 1.0f; constants.pixelcentercorrection[3] = 0.0f; - if (g_ActiveConfig.backend_info.bSupportsDepthClamp) + if (g_renderer->UseVertexDepthRange()) { // Oversized depth ranges are handled in the vertex shader. We need to reverse - // the far value to get a reversed depth range mapping. This is necessary - // because the standard depth range equation pushes all depth values towards - // the back of the depth buffer where conventionally depth buffers have the - // least precision. + // the far value to use the reversed-Z trick. if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange) { - if (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f) - { - // For backends that support reversing the depth range we also support cases - // where the console also uses reversed depth with the same accuracy. We need - // to make sure the depth range is positive here and then reverse the depth in - // the backend viewport. - constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f; - if (xfmem.viewport.zRange < 0.0f) - constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f; - else - constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; - } + // Sometimes the console also tries to use the reversed-Z trick. We can only do + // that with the expected accuracy if the backend can reverse the depth range. + constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f; + if (xfmem.viewport.zRange < 0.0f) + constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f; + else + constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; } else { - if (xfmem.viewport.zRange < 0.0f || xfmem.viewport.zRange > 16777215.0f || - fabs(xfmem.viewport.farZ) > 16777215.0f) - { - // For backends that don't support reversing the depth range we can still render - // cases where the console uses reversed depth correctly. But we simply can't - // provide the same accuracy as the console. - constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f; - constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; - } + // For backends that don't support reversing the depth range we can still render + // cases where the console uses the reversed-Z trick. But we simply can't provide + // the expected accuracy, which might result in z-fighting. + constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f; + constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; } } |
