Merge pull request #12208 from PatrickFerry/add-vertex-depth-range-case

Use Vertex Depth Range when zRange Exceeds farZ
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Jules Blok 2024-10-05 14:14:11 +02:00 committed by GitHub
commit b191c0f7d8
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1 changed files with 8 additions and 2 deletions

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@ -148,8 +148,14 @@ bool VertexShaderManager::UseVertexDepthRange()
return true; return true;
// If an inverted depth range is unsupported, we also need to check if the range is inverted. // If an inverted depth range is unsupported, we also need to check if the range is inverted.
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f) if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
return true; {
if (xfmem.viewport.zRange < 0.0f)
return true;
if (xfmem.viewport.zRange > xfmem.viewport.farZ)
return true;
}
// If an oversized depth range or a ztexture is used, we need to calculate the depth range // If an oversized depth range or a ztexture is used, we need to calculate the depth range
// in the vertex shader. // in the vertex shader.