VideoCommon: Don't process the depth range in the vertex shader if it's not oversized.

This commit is contained in:
Jules Blok
2016-11-23 23:25:44 +01:00
parent 8e506cb974
commit ef82aebb97
6 changed files with 48 additions and 44 deletions

View File

@ -559,6 +559,10 @@ void Renderer::SetViewport()
float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777216.0f);
float min_depth =
MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
if (Wd < 0.0f)
{
X += Wd;
@ -569,6 +573,11 @@ void Renderer::SetViewport()
Y += Ht;
Ht = -Ht;
}
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = 1.0f - min_depth;
max_depth = 1.0f - max_depth;
}
// In D3D, the viewport rectangle must fit within the render target.
X = (X >= 0.f) ? X : 0.f;
@ -581,7 +590,7 @@ void Renderer::SetViewport()
// the maximum value supported by the console GPU. We also need to account for the
// fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as
// an inverted near value.
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - GX_MAX_DEPTH, D3D11_MAX_DEPTH);
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth);
D3D::context->RSSetViewports(1, &vp);
}