From ef82aebb971f5fd792e93facbfcb7b5bf757776c Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Wed, 23 Nov 2016 23:25:44 +0100 Subject: VideoCommon: Don't process the depth range in the vertex shader if it's not oversized. --- Source/Core/VideoBackends/D3D12/Render.cpp | 11 ++++++++++- 1 file changed, 10 insertions(+), 1 deletion(-) (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 d5a2baa661..ce22583c68 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -464,6 +464,10 @@ 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, 16777216.0f); + 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; if (width < 0.0f) { x += width; @@ -474,6 +478,11 @@ void Renderer::SetViewport() y += height; height = -height; } + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = 1.0f - min_depth; + max_depth = 1.0f - max_depth; + } // In D3D, the viewport rectangle must fit within the render target. x = (x >= 0.f) ? x : 0.f; @@ -486,7 +495,7 @@ void Renderer::SetViewport() // the maximum value supported by the console GPU. We also need to account for the // fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as // an inverted near value. - D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - GX_MAX_DEPTH, D3D12_MAX_DEPTH}; + D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth}; D3D::current_command_list->RSSetViewports(1, &vp); } -- cgit v1.2.3