VertexShaderManager: Break up the conditions to make it readable.

This commit is contained in:
Jules Blok 2017-01-13 14:01:04 +01:00
parent f866748006
commit 271a9fe7a9
1 changed files with 27 additions and 24 deletions

View File

@ -387,17 +387,20 @@ void VertexShaderManager::SetConstants()
constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x; constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y; constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
if (g_ActiveConfig.backend_info.bSupportsDepthClamp && // By default we don't change the depth value at all in the vertex shader.
((fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f) || constants.pixelcentercorrection[2] = 1.0f;
(xfmem.viewport.zRange < 0.0f && constants.pixelcentercorrection[3] = 0.0f;
!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)))
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 // the far value to get a reversed depth range mapping. This is necessary
// because the standard depth range equation pushes all depth values towards // because the standard depth range equation pushes all depth values towards
// the back of the depth buffer where conventionally depth buffers have the // the back of the depth buffer where conventionally depth buffers have the
// least precision. // least precision.
if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange) if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
{
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 // 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 // where the console also uses reversed depth with the same accuracy. We need
@ -409,7 +412,11 @@ void VertexShaderManager::SetConstants()
else else
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
} }
}
else else
{
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 // 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 // cases where the console uses reversed depth correctly. But we simply can't
@ -418,10 +425,6 @@ void VertexShaderManager::SetConstants()
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 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; dirty = true;