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https://github.com/dolphin-emu/dolphin.git
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VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.
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@ -559,6 +559,10 @@ 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, 16777216.0f);
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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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if (Wd < 0.0f)
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{
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X += Wd;
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@ -569,6 +573,11 @@ void Renderer::SetViewport()
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Y += Ht;
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Ht = -Ht;
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}
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = 1.0f - min_depth;
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max_depth = 1.0f - max_depth;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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X = (X >= 0.f) ? X : 0.f;
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@ -581,7 +590,7 @@ void Renderer::SetViewport()
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// the maximum value supported by the console GPU. We also need to account for the
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// fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as
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// an inverted near value.
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - GX_MAX_DEPTH, D3D11_MAX_DEPTH);
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D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
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D3D::context->RSSetViewports(1, &vp);
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}
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@ -464,6 +464,10 @@ void Renderer::SetViewport()
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float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
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float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777216.0f);
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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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if (width < 0.0f)
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{
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x += width;
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@ -474,6 +478,11 @@ void Renderer::SetViewport()
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y += height;
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height = -height;
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}
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = 1.0f - min_depth;
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max_depth = 1.0f - max_depth;
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}
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// In D3D, the viewport rectangle must fit within the render target.
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x = (x >= 0.f) ? x : 0.f;
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@ -486,7 +495,7 @@ void Renderer::SetViewport()
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// the maximum value supported by the console GPU. We also need to account for the
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// fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as
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// an inverted near value.
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D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - GX_MAX_DEPTH, D3D12_MAX_DEPTH};
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D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
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D3D::current_command_list->RSSetViewports(1, &vp);
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}
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@ -1122,12 +1122,10 @@ void Renderer::SetViewport()
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(float)scissorYOff);
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float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float GLNear = MathUtil::Clamp<float>(
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xfmem.viewport.farZ -
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MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 16777216.0f),
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0.0f, 16777215.0f) /
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16777216.0f;
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float GLFar = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 16777216.0f);
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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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if (Width < 0)
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{
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X += Width;
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@ -1154,17 +1152,7 @@ void Renderer::SetViewport()
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// vertex shader we only need to ensure depth values don't exceed the maximum
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// value supported by the console GPU. If not, we simply clamp the near/far values
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// themselves to the maximum value as done above.
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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if (xfmem.viewport.zRange < 0.0f)
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glDepthRangef(0.0f, GX_MAX_DEPTH);
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else
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glDepthRangef(GX_MAX_DEPTH, 0.0f);
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}
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else
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{
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glDepthRangef(GLFar, GLNear);
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}
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glDepthRangef(max_depth, min_depth);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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@ -1635,6 +1635,10 @@ void Renderer::SetViewport()
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float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
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float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 16777216.0f);
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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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if (width < 0.0f)
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{
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x += width;
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@ -1645,29 +1649,16 @@ void Renderer::SetViewport()
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y += height;
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height = -height;
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}
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = 1.0f - min_depth;
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max_depth = 1.0f - max_depth;
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}
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// If we do depth clipping and depth range in the vertex shader we only need to ensure
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// depth values don't exceed the maximum value supported by the console GPU. If not,
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// we simply clamp the near/far values themselves to the maximum value as done above.
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float min_depth, max_depth;
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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min_depth = 1.0f - GX_MAX_DEPTH;
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max_depth = 1.0f;
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}
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else
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{
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float near_val = MathUtil::Clamp<float>(xfmem.viewport.farZ -
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MathUtil::Clamp<float>(xfmem.viewport.zRange,
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-16777216.0f, 16777216.0f),
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0.0f, 16777215.0f) /
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16777216.0f;
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float far_val = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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min_depth = near_val;
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max_depth = far_val;
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}
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VkViewport viewport = {x, y, width, height, min_depth, max_depth};
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VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
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StateTracker::GetInstance()->SetViewport(viewport);
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}
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