From 271a9fe7a900634a1d9aeaf8f03218658fee246a Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Fri, 13 Jan 2017 14:01:04 +0100 Subject: [PATCH] VertexShaderManager: Break up the conditions to make it readable. --- .../Core/VideoCommon/VertexShaderManager.cpp | 51 ++++++++++--------- 1 file changed, 27 insertions(+), 24 deletions(-) diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp index 32799d2f01..e516c2c63c 100644 --- a/Source/Core/VideoCommon/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/VertexShaderManager.cpp @@ -387,42 +387,45 @@ void VertexShaderManager::SetConstants() constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x; constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y; - if (g_ActiveConfig.backend_info.bSupportsDepthClamp && - ((fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f) || - (xfmem.viewport.zRange < 0.0f && - !g_ActiveConfig.backend_info.bSupportsReversedDepthRange))) + // By default we don't change the depth value at all in the vertex shader. + constants.pixelcentercorrection[2] = 1.0f; + constants.pixelcentercorrection[3] = 0.0f; + + if (g_ActiveConfig.backend_info.bSupportsDepthClamp) { - // The depth range is handled in the vertex shader. We need to reverse + // 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. if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange) { - // 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; + 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; + } } else { - // 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; + 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; + } } } - else - { - constants.pixelcentercorrection[2] = 1.0f; - constants.pixelcentercorrection[3] = 0.0f; - } dirty = true; // This is so implementation-dependent that we can't have it here.