mirror of
https://github.com/dolphin-emu/dolphin.git
synced 2025-07-23 06:09:50 -06:00
VideoBackends: Use the full depth range when inverted depth range is unsupported.
This commit is contained in:
@ -1649,15 +1649,18 @@ void Renderer::SetViewport()
|
||||
y += height;
|
||||
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)
|
||||
{
|
||||
min_depth = 1.0f - min_depth;
|
||||
max_depth = 1.0f - max_depth;
|
||||
min_depth = 0.0f;
|
||||
max_depth = GX_MAX_DEPTH;
|
||||
}
|
||||
|
||||
// If we do depth clipping and depth range in the vertex shader we only need to ensure
|
||||
// depth values don't exceed the maximum value supported by the console GPU. If not,
|
||||
// we simply clamp the near/far values themselves to the maximum value as done above.
|
||||
// We use an inverted depth range here to apply the Reverse Z trick.
|
||||
// This trick makes sure we match the precision provided by the 1:0
|
||||
// clipping depth range on the hardware.
|
||||
VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
|
||||
StateTracker::GetInstance()->SetViewport(viewport);
|
||||
}
|
||||
|
Reference in New Issue
Block a user