Merge pull request #4164 from Armada651/sonic-clipping

VertexShaderGen: Move the sonic epsilon hack to the vertex shader.
This commit is contained in:
Jules Blok 2016-09-01 15:28:09 +02:00 committed by GitHub
commit 50984d85b0
2 changed files with 7 additions and 7 deletions

View File

@ -420,8 +420,11 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
// Since we're adjusting z for the depth range before the perspective divide, we have to do our
// own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range.
out.Write("o.clipDist0 = o.pos.z + o.pos.w;\n"); // Near: z < -w
out.Write("o.clipDist1 = -o.pos.z;\n"); // Far: z > 0
// We adjust our depth value for clipping purposes to match the perspective projection in the
// software backend, which is a hack to fix Sonic Adventure and Unleashed games.
out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n");
out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w
out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.

View File

@ -454,8 +454,7 @@ void VertexShaderManager::SetConstants()
g_fProjectionMatrix[12] = 0.0f;
g_fProjectionMatrix[13] = 0.0f;
// Hack to fix depth clipping precision issues (such as Sonic Adventure UI)
g_fProjectionMatrix[14] = -(1.0f + FLT_EPSILON);
g_fProjectionMatrix[14] = -1.0f;
g_fProjectionMatrix[15] = 0.0f;
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
@ -511,9 +510,7 @@ void VertexShaderManager::SetConstants()
g_fProjectionMatrix[13] = 0.0f;
g_fProjectionMatrix[14] = 0.0f;
// Hack to fix depth clipping precision issues (such as Sonic Unleashed UI)
g_fProjectionMatrix[15] = 1.0f + FLT_EPSILON;
g_fProjectionMatrix[15] = 1.0f;
SETSTAT_FT(stats.g2proj_0, g_fProjectionMatrix[0]);
SETSTAT_FT(stats.g2proj_1, g_fProjectionMatrix[1]);