Merge pull request #4140 from Armada651/ww-depth

D3D: Correctly invert the viewport depth range.
This commit is contained in:
Scott Mansell 2016-08-24 02:28:53 +12:00 committed by GitHub
commit 0fbf72cbf1
2 changed files with 8 additions and 4 deletions

View File

@ -580,8 +580,10 @@ void Renderer::SetViewport()
// We do depth clipping and depth range in the vertex shader instead of relying
// on the graphics API. However we still need to ensure depth values don't exceed
// the maximum value supported by the console GPU.
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, D3D11_MIN_DEPTH, GX_MAX_DEPTH);
// 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.
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - GX_MAX_DEPTH, D3D11_MAX_DEPTH);
D3D::context->RSSetViewports(1, &vp);
}

View File

@ -484,8 +484,10 @@ void Renderer::SetViewport()
// We do depth clipping and depth range in the vertex shader instead of relying
// on the graphics API. However we still need to ensure depth values don't exceed
// the maximum value supported by the console GPU.
D3D12_VIEWPORT vp = {x, y, width, height, D3D12_MIN_DEPTH, GX_MAX_DEPTH};
// 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};
D3D::current_command_list->RSSetViewports(1, &vp);
}