VideoBackends: Use the full depth range when inverted depth range is unsupported.

This commit is contained in:
Jules Blok 2016-12-27 14:26:11 +01:00
parent ef82aebb97
commit 2ab6711f43
3 changed files with 24 additions and 19 deletions

View File

@ -573,10 +573,13 @@ void Renderer::SetViewport()
Y += Ht;
Ht = -Ht;
}
// If an inverted depth range is used, which D3D doesn't support,
// we need to calculate the depth range in the vertex shader.
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = 1.0f - min_depth;
max_depth = 1.0f - max_depth;
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
// In D3D, the viewport rectangle must fit within the render target.
@ -585,11 +588,9 @@ void Renderer::SetViewport()
Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X);
Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y);
// 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. 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.
// We use an inverted depth range here to apply the Reverse Z trick.
// This trick makes sure we match the precision provided by the 1:0
// clipping depth range on the hardware.
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
D3D::context->RSSetViewports(1, &vp);
}

View File

@ -478,10 +478,13 @@ void Renderer::SetViewport()
y += height;
height = -height;
}
// If an inverted depth range is used, which D3D doesn't support,
// we need to calculate the depth range in the vertex shader.
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = 1.0f - min_depth;
max_depth = 1.0f - max_depth;
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
// In D3D, the viewport rectangle must fit within the render target.
@ -490,11 +493,9 @@ void Renderer::SetViewport()
width = (x + width <= GetTargetWidth()) ? width : (GetTargetWidth() - x);
height = (y + height <= GetTargetHeight()) ? height : (GetTargetHeight() - y);
// 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. 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.
// We use an inverted depth range here to apply the Reverse Z trick.
// This trick makes sure we match the precision provided by the 1:0
// clipping depth range on the hardware.
D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
D3D::current_command_list->RSSetViewports(1, &vp);
}

View File

@ -1649,15 +1649,18 @@ void Renderer::SetViewport()
y += height;
height = -height;
}
// If an inverted depth range is used, which D3D doesn't support,
// we need to calculate the depth range in the vertex shader.
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = 1.0f - min_depth;
max_depth = 1.0f - max_depth;
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
// If we do depth clipping and depth range in the vertex shader we only need to ensure
// depth values don't exceed the maximum value supported by the console GPU. If not,
// we simply clamp the near/far values themselves to the maximum value as done above.
// We use an inverted depth range here to apply the Reverse Z trick.
// This trick makes sure we match the precision provided by the 1:0
// clipping depth range on the hardware.
VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
StateTracker::GetInstance()->SetViewport(viewport);
}