VideoBackends: Use the full depth range when inverted depth range is unsupported.
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@ -573,10 +573,13 @@ void Renderer::SetViewport()
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Y += Ht;
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Ht = -Ht;
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}
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// If an inverted depth range is used, which D3D doesn't support,
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// we need to calculate the depth range in the vertex shader.
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = 1.0f - min_depth;
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max_depth = 1.0f - max_depth;
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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@ -585,11 +588,9 @@ void Renderer::SetViewport()
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Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
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Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
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// We do depth clipping and depth range in the vertex shader instead of relying
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// on the graphics API. However we still need to ensure depth values don't exceed
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// the maximum value supported by the console GPU. We also need to account for the
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// fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as
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// an inverted near value.
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
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D3D::context->RSSetViewports(1, &vp);
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}
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@ -478,10 +478,13 @@ void Renderer::SetViewport()
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y += height;
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height = -height;
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}
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// If an inverted depth range is used, which D3D doesn't support,
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// we need to calculate the depth range in the vertex shader.
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = 1.0f - min_depth;
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max_depth = 1.0f - max_depth;
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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@ -490,11 +493,9 @@ void Renderer::SetViewport()
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width = (x + width <= GetTargetWidth()) ? width : (GetTargetWidth() - x);
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height = (y + height <= GetTargetHeight()) ? height : (GetTargetHeight() - y);
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// We do depth clipping and depth range in the vertex shader instead of relying
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// on the graphics API. However we still need to ensure depth values don't exceed
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// the maximum value supported by the console GPU. We also need to account for the
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// fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as
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// an inverted near value.
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
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D3D::current_command_list->RSSetViewports(1, &vp);
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}
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@ -1649,15 +1649,18 @@ void Renderer::SetViewport()
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y += height;
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height = -height;
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}
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// If an inverted depth range is used, which D3D doesn't support,
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// we need to calculate the depth range in the vertex shader.
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = 1.0f - min_depth;
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max_depth = 1.0f - max_depth;
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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// If we do depth clipping and depth range in the vertex shader we only need to ensure
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// depth values don't exceed the maximum value supported by the console GPU. If not,
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// we simply clamp the near/far values themselves to the maximum value as done above.
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
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StateTracker::GetInstance()->SetViewport(viewport);
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}
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