D3D: Correctly invert the viewport depth range.

This commit is contained in:
Jules Blok 2016-08-22 14:37:56 +02:00
parent f1964f90d6
commit 65472260d8
2 changed files with 8 additions and 4 deletions

View File

@ -580,8 +580,10 @@ void Renderer::SetViewport()
// We do depth clipping and depth range in the vertex shader instead of relying // 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 // on the graphics API. However we still need to ensure depth values don't exceed
// the maximum value supported by the console GPU. // the maximum value supported by the console GPU. We also need to account for the
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, D3D11_MIN_DEPTH, GX_MAX_DEPTH); // 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); D3D::context->RSSetViewports(1, &vp);
} }

View File

@ -484,8 +484,10 @@ void Renderer::SetViewport()
// We do depth clipping and depth range in the vertex shader instead of relying // 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 // on the graphics API. However we still need to ensure depth values don't exceed
// the maximum value supported by the console GPU. // the maximum value supported by the console GPU. We also need to account for the
D3D12_VIEWPORT vp = {x, y, width, height, D3D12_MIN_DEPTH, GX_MAX_DEPTH}; // 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); D3D::current_command_list->RSSetViewports(1, &vp);
} }