mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
VideoBackends: Set the maximum range when the depth range is oversized.
The depth values generated by the vertex shader need to be clamped correctly.
This commit is contained in:
@ -481,10 +481,12 @@ void Renderer::SetViewport()
|
||||
height = -height;
|
||||
}
|
||||
|
||||
// If an inverted depth range is used, which D3D doesn't support,
|
||||
// we need to calculate the depth range in the vertex shader.
|
||||
if (xfmem.viewport.zRange < 0.0f)
|
||||
// If an inverted or oversized depth range is used, we need to calculate the depth range in the
|
||||
// vertex shader.
|
||||
if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
|
||||
fabs(xfmem.viewport.farZ) > 16777215.0f)
|
||||
{
|
||||
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
|
||||
min_depth = 0.0f;
|
||||
max_depth = GX_MAX_DEPTH;
|
||||
}
|
||||
|
Reference in New Issue
Block a user