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.
This commit is contained in:
Tony Wasserka 2013-10-26 12:34:54 +02:00
parent 41f6f6adc9
commit f82e1b9dc7
1 changed files with 16 additions and 28 deletions

View File

@ -513,50 +513,38 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
int scissorXOff = bpmem.scissorOffset.x * 2; int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2; int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int? float intendedX = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff);
// TODO: Directly use the floats instead of rounding them? float intendedY = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff);
int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff)); float intendedWd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd);
int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff)); float intendedHt = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht);
int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd)); if (intendedWd < 0.f)
int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
if (intendedWd < 0)
{ {
intendedX += intendedWd; intendedX += intendedWd;
intendedWd = -intendedWd; intendedWd = -intendedWd;
} }
if (intendedHt < 0) if (intendedHt < 0.f)
{ {
intendedY += intendedHt; intendedY += intendedHt;
intendedHt = -intendedHt; intendedHt = -intendedHt;
} }
// In D3D, the viewport rectangle must fit within the render target. // In D3D, the viewport rectangle must fit within the render target.
int X = intendedX; float X = (intendedX >= 0.f) ? intendedX : 0.f;
if (X < 0) float Y = (intendedY >= 0.f) ? intendedY : 0.f;
X = 0; 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 // If GX viewport is off the render target, we must clamp our viewport
// within the bounds. Use the correction matrix to compensate. // within the bounds. Use the correction matrix to compensate.
ViewportCorrectionMatrix(vpCorrection, ViewportCorrectionMatrix(vpCorrection,
(float)intendedX, (float)intendedY, intendedX, intendedY,
(float)intendedWd, (float)intendedHt, intendedWd, intendedHt,
(float)X, (float)Y, X, Y,
(float)Wd, (float)Ht); 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 // 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, D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y,
(float)Wd, (float)Ht, Wd, Ht,
0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f; 0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
1.f); // xfregs.viewport.farZ / 16777216.0f; 1.f); // xfregs.viewport.farZ / 16777216.0f;
D3D::context->RSSetViewports(1, &vp); D3D::context->RSSetViewports(1, &vp);