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/OGL/Render.cpp | 22 +++++----------------- 1 file changed, 5 insertions(+), 17 deletions(-) (limited to 'Source/Core/VideoBackends/OGL/Render.cpp') diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index c3416f2b4d..f49e501ff0 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1122,12 +1122,10 @@ void Renderer::SetViewport() (float)scissorYOff); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); - float GLNear = MathUtil::Clamp( - xfmem.viewport.farZ - - MathUtil::Clamp(xfmem.viewport.zRange, -16777216.0f, 16777216.0f), - 0.0f, 16777215.0f) / - 16777216.0f; - float GLFar = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777216.0f, 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) { X += Width; @@ -1154,17 +1152,7 @@ void Renderer::SetViewport() // vertex shader we only need to ensure depth values don't exceed the maximum // value supported by the console GPU. If not, we simply clamp the near/far values // themselves to the maximum value as done above. - if (g_ActiveConfig.backend_info.bSupportsDepthClamp) - { - if (xfmem.viewport.zRange < 0.0f) - glDepthRangef(0.0f, GX_MAX_DEPTH); - else - glDepthRangef(GX_MAX_DEPTH, 0.0f); - } - else - { - glDepthRangef(GLFar, GLNear); - } + glDepthRangef(max_depth, min_depth); } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, -- cgit v1.2.3