D3D: Replaced shader-based depth range remap with viewport

This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
This commit is contained in:
Yuriy O'Donnell 2014-10-25 00:26:28 +02:00
parent d4125231f3
commit cc2227fbc3
2 changed files with 3 additions and 3 deletions

View File

@ -487,8 +487,8 @@ void Renderer::SetViewport()
// Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
0.f, // (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
1.f); // xfmem.viewport.farZ / 16777216.0f;
(xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f,
xfmem.viewport.farZ / 16777216.0f);
D3D::context->RSSetViewports(1, &vp);
}

View File

@ -405,7 +405,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
//if not early z culling will improve speed
if (api_type == API_D3D)
{
out.Write("o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
out.Write("o.pos.z = o.pos.w + o.pos.z;\n");
}
else // OGL
{