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
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@ -487,8 +487,8 @@ void Renderer::SetViewport()
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// 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
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// 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
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht,
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0.f, // (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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(xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f,
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1.f); // xfmem.viewport.farZ / 16777216.0f;
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xfmem.viewport.farZ / 16777216.0f);
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D3D::context->RSSetViewports(1, &vp);
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D3D::context->RSSetViewports(1, &vp);
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}
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}
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@ -405,7 +405,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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//if not early z culling will improve speed
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//if not early z culling will improve speed
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if (api_type == API_D3D)
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if (api_type == API_D3D)
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{
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{
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out.Write("o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
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out.Write("o.pos.z = o.pos.w + o.pos.z;\n");
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}
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}
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else // OGL
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else // OGL
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{
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{
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