[D3D12] Remove 20e4 depth range comment because it's used for 0-1 depth

This commit is contained in:
Triang3l 2018-08-02 19:21:06 +03:00
parent 034eb66968
commit 471ff6f157
1 changed files with 0 additions and 6 deletions

View File

@ -850,12 +850,6 @@ void D3D12CommandProcessor::UpdateFixedFunctionState(
float viewport_scale_y = (pa_cl_vte_cntl & (1 << 2)) float viewport_scale_y = (pa_cl_vte_cntl & (1 << 2))
? -regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32 ? -regs[XE_GPU_REG_PA_CL_VPORT_YSCALE].f32
: -1280.0f; : -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)) float viewport_scale_z = (pa_cl_vte_cntl & (1 << 4))
? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32 ? regs[XE_GPU_REG_PA_CL_VPORT_ZSCALE].f32
: 1.0f; : 1.0f;