VideoCommon: Implement depth range equation in vertex shader.

This commit is contained in:
Jules Blok 2016-08-03 02:01:36 +02:00
parent 0015d2e86b
commit c223bd47b9
3 changed files with 11 additions and 12 deletions

View File

@ -1115,12 +1115,6 @@ void Renderer::SetViewport()
(float)scissorYOff); (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, -16777216.0f, 16777216.0f),
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)
{ {
X += Width; X += Width;
@ -1142,7 +1136,7 @@ void Renderer::SetViewport()
auto iceilf = [](float f) { return static_cast<GLint>(ceilf(f)); }; auto iceilf = [](float f) { return static_cast<GLint>(ceilf(f)); };
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height)); glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
} }
glDepthRangef(GLFar, GLNear); glDepthRangef(0.0f, 1.0f);
} }
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,

View File

@ -399,14 +399,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("o.colors_1 = color1;\n"); out.Write("o.colors_1 = color1;\n");
} }
// We have to handle the depth range in the vertex shader, because some games will use a depth range beyond
// the normal depth range of 0..1.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION".w + o.pos.z * " I_PIXELCENTERCORRECTION".z;\n");
// write the true depth value, if the game uses depth textures pixel shaders will override with // write the true depth value, if the game uses depth textures pixel shaders will override with
// the correct values // the correct values
// if not early z culling will improve speed // if not early z culling will improve speed
if (g_ActiveConfig.backend_info.bSupportsClipControl) if (!g_ActiveConfig.backend_info.bSupportsClipControl)
{
out.Write("o.pos.z = -o.pos.z;\n");
}
else // OGL
{ {
// this results in a scale from -1..0 to -1..1 after perspective // this results in a scale from -1..0 to -1..1 after perspective
// divide // divide

View File

@ -386,6 +386,11 @@ void VertexShaderManager::SetConstants()
const float pixel_size_y = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.ht); const float pixel_size_y = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.ht);
constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x; constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y; constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
// The depth range is handled in the vertex shader.
constants.pixelcentercorrection[2] = (xfmem.viewport.zRange) / 16777216.0f;
constants.pixelcentercorrection[3] = (xfmem.viewport.farZ) / 16777216.0f;
dirty = true; dirty = true;
// This is so implementation-dependent that we can't have it here. // This is so implementation-dependent that we can't have it here.
g_renderer->SetViewport(); g_renderer->SetViewport();