Render: Clamp the z range to the full range.

This commit is contained in:
Jules Blok 2016-01-03 15:39:34 +01:00
parent f0e5811d9a
commit 8c3108b354
2 changed files with 3 additions and 3 deletions

View File

@ -496,7 +496,7 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight(), D3D11_VIEWPORT vp = CD3D11_VIEWPORT(0.0f, 0.0f, (float)GetTargetWidth(), (float)GetTargetHeight(),
1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f, 1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f,
1.0f - MathUtil::Clamp<float>((xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f)), 0.0f, 16777215.0f) / 16777216.0f); 1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777216.0f), 0.0f, 16777215.0f) / 16777216.0f);
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
@ -555,7 +555,7 @@ void Renderer::SetViewport()
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f, 1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f,
1.0f - MathUtil::Clamp<float>((xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f)), 0.0f, 16777215.0f) / 16777216.0f); 1.0f - MathUtil::Clamp<float>(xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777216.0f), 0.0f, 16777215.0f) / 16777216.0f);
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);
} }

View File

@ -1012,7 +1012,7 @@ void Renderer::SetViewport()
float Y = EFBToScaledYf((float)EFB_HEIGHT - xfmem.viewport.yOrig + xfmem.viewport.ht + (float)scissorYOff); float Y = EFBToScaledYf((float)EFB_HEIGHT - xfmem.viewport.yOrig + xfmem.viewport.ht + (float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float GLNear = MathUtil::Clamp<float>(xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777215.0f, 16777215.0f), 0.0f, 16777215.0f) / 16777216.0f; float GLNear = MathUtil::Clamp<float>(xfmem.viewport.farZ - MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 16777216.0f), 0.0f, 16777215.0f) / 16777216.0f;
float GLFar = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; float GLFar = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
if (Width < 0) if (Width < 0)
{ {