BPFunctions: Move GX viewport conversion to VideoCommon

This commit is contained in:
Stenzek
2018-01-21 22:04:15 +10:00
parent a2d2a0a356
commit 5359396099
12 changed files with 111 additions and 165 deletions

View File

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