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

@ -387,42 +387,45 @@ 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)
{ {
// For backends that support reversing the depth range we also support cases if (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f)
// 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 // For backends that support reversing the depth range we also support cases
// the backend viewport. // where the console also uses reversed depth with the same accuracy. We need
constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f; // to make sure the depth range is positive here and then reverse the depth in
if (xfmem.viewport.zRange < 0.0f) // the backend viewport.
constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f; constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
else if (xfmem.viewport.zRange < 0.0f)
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
else
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
}
} }
else else
{ {
// For backends that don't support reversing the depth range we can still render if (xfmem.viewport.zRange < 0.0f || xfmem.viewport.zRange > 16777215.0f ||
// cases where the console uses reversed depth correctly. But we simply can't fabs(xfmem.viewport.farZ) > 16777215.0f)
// provide the same accuracy as the console. {
constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f; // For backends that don't support reversing the depth range we can still render
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; // 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; dirty = true;
// This is so implementation-dependent that we can't have it here. // This is so implementation-dependent that we can't have it here.