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Renamed DEPTHPARAMS to PIXELCENTERCORRECTION
This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear.
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@ -359,8 +359,6 @@ void VertexShaderManager::SetConstants()
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if (bViewportChanged)
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{
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bViewportChanged = false;
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constants.depthparams[0] = xfmem.viewport.farZ / 16777216.0f;
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constants.depthparams[1] = xfmem.viewport.zRange / 16777216.0f;
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// The console GPU places the pixel center at 7/12 unless antialiasing
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// is enabled, while D3D and OpenGL place it at 0.5. See the comment
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@ -370,8 +368,8 @@ void VertexShaderManager::SetConstants()
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const float pixel_center_correction = 7.0f / 12.0f - 0.5f;
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const float pixel_size_x = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.wd);
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const float pixel_size_y = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.ht);
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constants.depthparams[2] = pixel_center_correction * pixel_size_x;
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constants.depthparams[3] = pixel_center_correction * pixel_size_y;
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constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
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constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
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dirty = true;
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// This is so implementation-dependent that we can't have it here.
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g_renderer->SetViewport();
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