Cosmetics.
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@ -482,10 +482,7 @@ void Renderer::SetViewport()
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width = (x + width <= GetTargetWidth()) ? width : (GetTargetWidth() - x);
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height = (y + height <= GetTargetHeight()) ? height : (GetTargetHeight() - y);
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D3D12_VIEWPORT vp = {
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x, y, width, height,
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D3D12_MIN_DEPTH,
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16777215.0f / 16777216.0f };
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D3D12_VIEWPORT vp = {x, y, width, height, D3D12_MIN_DEPTH, 16777215.0f / 16777216.0f};
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D3D::current_command_list->RSSetViewports(1, &vp);
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}
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@ -482,8 +482,9 @@ Renderer::Renderer()
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GLExtensions::Supports("GL_ARB_shading_language_420pack");
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// Clip distance support is useless without a method to clamp the depth range
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g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp") &&
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!DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE);
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g_Config.backend_info.bSupportsDepthClamp =
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GLExtensions::Supports("GL_ARB_depth_clamp") &&
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!DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE);
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g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
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g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
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@ -524,7 +525,8 @@ Renderer::Renderer()
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g_ogl_config.bSupportsGLSLCache = true;
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g_ogl_config.bSupportsGLSync = true;
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// TODO: Implement support for GL_EXT_clip_cull_distance when there is an extension for depth clamping.
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// TODO: Implement support for GL_EXT_clip_cull_distance when there is an extension for
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// depth clamping.
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g_Config.backend_info.bSupportsDepthClamp = false;
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if (strstr(g_ogl_config.glsl_version, "3.0"))
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@ -406,13 +406,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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out.Write("o.clipDist0 = o.pos.z + o.pos.w;\n"); // Near: z < -w
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out.Write("o.clipDist1 = -o.pos.z;\n"); // Far: z > 0
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// We have to handle the depth range in the vertex shader, because some games will use a depth range beyond
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// the normal depth range of 0..1.
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out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION".w - o.pos.z * " I_PIXELCENTERCORRECTION".z;\n");
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// We have to handle the depth range in the vertex shader, because some games will use a depth
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// range beyond the normal depth range of 0..1.
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out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
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"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
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}
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else
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{
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// User-defined clipping is not supported, thus we rely on the API to handle the depth range for us.
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// User-defined clipping is not supported, thus we rely on the API to handle the depth range.
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// We still need to take care of the reversed depth, so we do that here.
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out.Write("o.pos.z = -o.pos.z;\n");
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}
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@ -171,7 +171,7 @@ struct VideoConfig final
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bool bSupportsPaletteConversion;
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bool bSupportsClipControl; // Needed by VertexShaderGen, so must stay in VideoCommon
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bool bSupportsSSAA;
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bool bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon
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bool bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon
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} backend_info;
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// Utility
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