From 65472260d8cd81ecbfdb9856424aa584f0b1ce2a Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Mon, 22 Aug 2016 14:37:56 +0200 Subject: [PATCH] D3D: Correctly invert the viewport depth range. --- Source/Core/VideoBackends/D3D/Render.cpp | 6 ++++-- Source/Core/VideoBackends/D3D12/Render.cpp | 6 ++++-- 2 files changed, 8 insertions(+), 4 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index a6301e53a2..57e481cde4 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -580,8 +580,10 @@ void Renderer::SetViewport() // 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. - D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, D3D11_MIN_DEPTH, GX_MAX_DEPTH); + // 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. + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - GX_MAX_DEPTH, D3D11_MAX_DEPTH); D3D::context->RSSetViewports(1, &vp); } diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index 912cd4908d..49b87e686f 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -484,8 +484,10 @@ void Renderer::SetViewport() // 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. - D3D12_VIEWPORT vp = {x, y, width, height, D3D12_MIN_DEPTH, GX_MAX_DEPTH}; + // 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. + D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - GX_MAX_DEPTH, D3D12_MAX_DEPTH}; D3D::current_command_list->RSSetViewports(1, &vp); }