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Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
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@ -546,10 +546,8 @@ void Renderer::SetViewport()
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float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
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float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f);
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float min_depth =
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MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
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float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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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 (Wd < 0.0f)
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{
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X += Wd;
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@ -561,10 +559,11 @@ void Renderer::SetViewport()
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Ht = -Ht;
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}
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// If an inverted depth range is used, which D3D doesn't support,
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// we need to calculate the depth range in the vertex shader.
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if (xfmem.viewport.zRange < 0.0f)
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// If an inverted or oversized depth range is used, we need to calculate the depth range in the
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// vertex shader.
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if (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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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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