From f82e1b9dc7ad140dea94cd6637eca007f53fc77a Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Sat, 26 Oct 2013 12:34:54 +0200 Subject: [PATCH] D3D: Use floating points for viewport parameters. OpenGL 4.1 allows for a similar change thanks to ARB_viewport_array, but we don't make use of this, yet. --- Source/Core/VideoBackends/D3D/Src/Render.cpp | 44 +++++++------------- 1 file changed, 16 insertions(+), 28 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/Src/Render.cpp b/Source/Core/VideoBackends/D3D/Src/Render.cpp index d58cc59e98..7f9218de11 100644 --- a/Source/Core/VideoBackends/D3D/Src/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Src/Render.cpp @@ -513,50 +513,38 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection) int scissorXOff = bpmem.scissorOffset.x * 2; int scissorYOff = bpmem.scissorOffset.y * 2; - // TODO: ceil, floor or just cast to int? - // TODO: Directly use the floats instead of rounding them? - int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)); - int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)); - int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd)); - int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht)); - if (intendedWd < 0) + float intendedX = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff); + float intendedY = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff); + float intendedWd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd); + float intendedHt = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht); + if (intendedWd < 0.f) { intendedX += intendedWd; intendedWd = -intendedWd; } - if (intendedHt < 0) + if (intendedHt < 0.f) { intendedY += intendedHt; intendedHt = -intendedHt; } // In D3D, the viewport rectangle must fit within the render target. - int X = intendedX; - if (X < 0) - X = 0; + float X = (intendedX >= 0.f) ? intendedX : 0.f; + float Y = (intendedY >= 0.f) ? intendedY : 0.f; + float Wd = (X + intendedWd <= GetTargetWidth()) ? intendedWd : (GetTargetWidth() - X); + float Ht = (Y + intendedHt <= GetTargetHeight()) ? intendedHt : (GetTargetHeight() - Y); - int Y = intendedY; - if (Y < 0) - Y = 0; - - int Wd = intendedWd; - if (X + Wd > GetTargetWidth()) - Wd = GetTargetWidth() - X; - int Ht = intendedHt; - if (Y + Ht > GetTargetHeight()) - Ht = GetTargetHeight() - Y; - // If GX viewport is off the render target, we must clamp our viewport // within the bounds. Use the correction matrix to compensate. ViewportCorrectionMatrix(vpCorrection, - (float)intendedX, (float)intendedY, - (float)intendedWd, (float)intendedHt, - (float)X, (float)Y, - (float)Wd, (float)Ht); + intendedX, intendedY, + intendedWd, intendedHt, + X, Y, + Wd, Ht); // 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((float)X, (float)Y, - (float)Wd, (float)Ht, + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, + Wd, Ht, 0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f; 1.f); // xfregs.viewport.farZ / 16777216.0f; D3D::context->RSSetViewports(1, &vp);