VertexShaderGen: Use reversed depth range.

This commit is contained in:
Jules Blok 2016-08-06 03:40:45 +02:00
parent e9e81ece65
commit 4582853af4
3 changed files with 8 additions and 5 deletions

View File

@ -1138,7 +1138,7 @@ void Renderer::SetViewport()
auto iceilf = [](float f) { return static_cast<GLint>(ceilf(f)); };
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
}
glDepthRangef(0.0f, 16777215.0f / 16777216.0f);
glDepthRangef(16777215.0f / 16777216.0f, 0.0f);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,

View File

@ -405,7 +405,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
// We have to handle the depth range in the vertex shader, because some games will use a depth range beyond
// the normal depth range of 0..1.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION".w + o.pos.z * " I_PIXELCENTERCORRECTION".z;\n");
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION".w - o.pos.z * " I_PIXELCENTERCORRECTION".z;\n");
// write the true depth value, if the game uses depth textures pixel shaders will override with
// the correct values
@ -414,7 +414,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
{
// this results in a scale from -1..0 to -1..1 after perspective
// divide
out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\n");
out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
// the next steps of the OGL pipeline are:
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology

View File

@ -387,9 +387,12 @@ void VertexShaderManager::SetConstants()
constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
// The depth range is handled in the vertex shader.
// The depth range is handled in the vertex shader. We need to reverse
// the far value to get a reversed depth range mapping. This is necessary
// because we have the most precision at the near plane, while the console
// has the most percision at the far plane.
constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
dirty = true;
// This is so implementation-dependent that we can't have it here.