Revert "nv2a/vsh: Use double precision in clip range remap"

This reverts commit 1a15d83c44.
This commit is contained in:
Matt Borgerson 2021-11-19 13:48:04 -07:00
parent 1a15d83c44
commit 50a5368f47
1 changed files with 2 additions and 7 deletions

View File

@ -776,15 +776,9 @@ void vsh_translate(uint16_t version,
* Note this makes the values in the depth buffer wrong. This should be
* handled with gl_ClipDistance instead, but that has performance issues
* on OS X.
*
* This conversion is performed at double precision to handle max depth
* clipping in the Xbox z24s8 floating point mode.
*/
" if (clipRange.y != clipRange.x) {\n"
" double work = double(oPos.z - clipRange.x);\n"
" double half_full_distance = 0.5 * double(clipRange.y - clipRange.x);\n"
" oPos.z = float(work / half_full_distance);\n"
" oPos.z = oPos.z - 1;\n"
" oPos.z = (oPos.z - clipRange.x)/(0.5*(clipRange.y - clipRange.x)) - 1;\n"
" }\n"
/* Correct for the perspective divide */
@ -800,3 +794,4 @@ void vsh_translate(uint16_t version,
);
}