From 471ff6f157955254f6f7d2f92f54ac12a4e85b1b Mon Sep 17 00:00:00 2001 From: Triang3l Date: Thu, 2 Aug 2018 19:21:06 +0300 Subject: [PATCH] [D3D12] Remove 20e4 depth range comment because it's used for 0-1 depth --- src/xenia/gpu/d3d12/d3d12_command_processor.cc | 6 ------ 1 file changed, 6 deletions(-) diff --git a/src/xenia/gpu/d3d12/d3d12_command_processor.cc b/src/xenia/gpu/d3d12/d3d12_command_processor.cc index 0c0f12037..19142a387 100644 --- a/src/xenia/gpu/d3d12/d3d12_command_processor.cc +++ b/src/xenia/gpu/d3d12/d3d12_command_processor.cc @@ -850,12 +850,6 @@ void D3D12CommandProcessor::UpdateFixedFunctionState( float viewport_scale_y = (pa_cl_vte_cntl & (1 << 2)) ? -regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32 : -1280.0f; - // TODO(Triang3l): Investigate how unnormalized coordinates should work when - // using a D24FS8 depth buffer. A 20e4 buffer can store values up to - // 511.99985, however, in the depth buffer, something like 1/z is stored, and - // if the shader writes 1/511.99985, it probably won't become 1 in the depth - // buffer. Unnormalized coordinates are mostly used when clearing both depth - // and color to 0 though. float viewport_scale_z = (pa_cl_vte_cntl & (1 << 4)) ? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32 : 1.0f;