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BPFunctions: Move GX viewport conversion to VideoCommon
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@ -12,6 +12,7 @@
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#include "VideoCommon/VertexManagerBase.h"
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#include "VideoCommon/VideoCommon.h"
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#include "VideoCommon/VideoConfig.h"
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#include "VideoCommon/XFMemory.h"
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namespace BPFunctions
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{
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@ -68,6 +69,76 @@ void SetScissor()
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g_renderer->SetScissorRect(rc);
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}
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void SetViewport()
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{
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int scissor_x_off = bpmem.scissorOffset.x * 2;
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int scissor_y_off = bpmem.scissorOffset.y * 2;
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float x = g_renderer->EFBToScaledXf(xfmem.viewport.xOrig - xfmem.viewport.wd - scissor_x_off);
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float y = g_renderer->EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_off);
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float width = g_renderer->EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = g_renderer->EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (width < 0.f)
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{
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x += width;
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width *= -1;
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}
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if (height < 0.f)
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{
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y += height;
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height *= -1;
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}
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// The maximum depth that is written to the depth buffer should never exceed this value.
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// This is necessary because we use a 2^24 divisor for all our depth values to prevent
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// floating-point round-trip errors. However the console GPU doesn't ever write a value
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// to the depth buffer that exceeds 2^24 - 1.
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constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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// There's no way to support oversized depth ranges in this situation. Let's just clamp the
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// range to the maximum value supported by the console GPU and hope for the best.
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min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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}
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if (g_renderer->UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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// Taking into account whether the depth range is inverted or not.
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if (xfmem.viewport.zRange < 0.0f && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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min_depth = GX_MAX_DEPTH;
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max_depth = 0.0f;
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}
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else
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{
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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}
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float near_depth, far_depth;
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if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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// Set the reversed depth range.
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near_depth = max_depth;
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far_depth = min_depth;
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}
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else
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{
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// We use an inverted depth range here to apply the Reverse Z trick.
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// This trick makes sure we match the precision provided by the 1:0
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// clipping depth range on the hardware.
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near_depth = 1.0f - max_depth;
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far_depth = 1.0f - min_depth;
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}
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g_renderer->SetViewport(x, y, width, height, near_depth, far_depth);
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}
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void SetDepthMode()
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{
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DepthState state = {};
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