Fix the OpenGL depth buffer values from the vertex shader.
I am not sure i am understanding what the pipeline really does, and more so what the GC/WII expects here. If my comments are incorrect, please let me know. This was tested with MP2:E, ZWW on r6075. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6078 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -22,7 +22,7 @@ static const char ID[4] = {'D', 'C', 'A', 'C'};
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// Update this to the current SVN revision every time you change shader generation code.
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// We don't automatically get this from SVN_REV because that would mean regenerating the
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// shader cache for every revision, graphics-related or not, which is simply annoying.
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const int version = 5896;
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const int version = 6078;
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LinearDiskCache::LinearDiskCache()
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: file_(NULL), num_entries_(0) {
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@ -468,7 +468,19 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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if (is_d3d) {
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WRITE(p, "o.pos.z = "I_DEPTHPARAMS".x * o.pos.w + o.pos.z * "I_DEPTHPARAMS".y;\n");
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} else {
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WRITE(p, "o.pos.z = "I_DEPTHPARAMS".x * o.pos.w + o.pos.z * "I_DEPTHPARAMS".y * 2.0f;\n");
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// this results in a scale from -1..0 to -1..1 after perspective
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// divide
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WRITE(p, "o.pos.z = o.pos.w + o.pos.z * 2.0f;\n");
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// the next steps of the OGL pipeline are:
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// o.pos.xyz /= o.pos.w; //perspective divide
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// o.pos.z = clamp(o.pos.z,-1,1) //clamp to -1..1
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// o.pos.z = (o.pos.z+1)/2; //scale to 0..1
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// o.pos.z = o.pos.z/(glFar-glNear))+glNear
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//scale to glNear..glFar of glDepthRange
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// o.pos.z now contains the value to go to the 0..1 depth buffer
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//trying to get the correct semantic while not using glDepthRange
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//seems to get rather complicated
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}
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WRITE(p, "return o;\n}\n");
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