From 28e6e259edc6828b467346d8e3f532c01791eabc Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Sun, 19 Feb 2017 16:41:04 +0100 Subject: VideoBackends: Set the maximum range when the depth range is oversized. The depth values generated by the vertex shader need to be clamped correctly. --- Source/Core/VideoBackends/D3D12/Render.cpp | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp') diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index 812a0adf11..d72ab7497a 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -481,10 +481,12 @@ void Renderer::SetViewport() height = -height; } - // If an inverted depth range is used, which D3D doesn't support, - // we need to calculate the depth range in the vertex shader. - if (xfmem.viewport.zRange < 0.0f) + // If an inverted or oversized depth range is used, we need to calculate the depth range in the + // vertex shader. + if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f || + fabs(xfmem.viewport.farZ) > 16777215.0f) { + // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; max_depth = GX_MAX_DEPTH; } -- cgit v1.2.3 From bde81269130c31c93cbb0f0f3ac8f23560751cac Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Tue, 21 Feb 2017 16:15:22 +0100 Subject: VideoBackends: Remove depth range clamping hacks. Oversized depth ranges are handled correctly now, we don't need to hack around them with clamps anymore. --- Source/Core/VideoBackends/D3D12/Render.cpp | 6 ++---- 1 file changed, 2 insertions(+), 4 deletions(-) (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp') diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index d72ab7497a..d5bdaeb07a 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -466,10 +466,8 @@ 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(xfmem.viewport.zRange, 0.0f, 16777215.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; if (width < 0.0f) { x += width; -- cgit v1.2.3 From a15555fe0304e1ba560f91f8bacc8b121d226d1c Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Fri, 24 Feb 2017 15:16:28 +0100 Subject: VideoBackends: Use vertex shader depth range if ztexture is used. --- Source/Core/VideoBackends/D3D12/Render.cpp | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) (limited to 'Source/Core/VideoBackends/D3D12/Render.cpp') diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index d5bdaeb07a..4d2badc2e2 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -481,8 +481,7 @@ void Renderer::SetViewport() // If an inverted or oversized depth range is used, we need to calculate the depth range in the // vertex shader. - if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f || - fabs(xfmem.viewport.farZ) > 16777215.0f) + if (UseVertexDepthRange()) { // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; -- cgit v1.2.3