D3D: Use floating points for viewport parameters.

OpenGL 4.1 allows for a similar change thanks to ARB_viewport_array, but we don't make use of this, yet.
This commit is contained in:
Tony Wasserka 2013-10-26 12:34:54 +02:00
parent 41f6f6adc9
commit f82e1b9dc7

View File

@ -513,50 +513,38 @@ void Renderer::UpdateViewport(Matrix44& vpCorrection)
int scissorXOff = bpmem.scissorOffset.x * 2;
int scissorYOff = bpmem.scissorOffset.y * 2;
// TODO: ceil, floor or just cast to int?
// TODO: Directly use the floats instead of rounding them?
int intendedX = Renderer::EFBToScaledX((int)ceil(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff));
int intendedY = Renderer::EFBToScaledY((int)ceil(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff));
int intendedWd = Renderer::EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd));
int intendedHt = Renderer::EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht));
if (intendedWd < 0)
float intendedX = Renderer::EFBToScaledXf(xfregs.viewport.xOrig - xfregs.viewport.wd - scissorXOff);
float intendedY = Renderer::EFBToScaledYf(xfregs.viewport.yOrig + xfregs.viewport.ht - scissorYOff);
float intendedWd = Renderer::EFBToScaledXf(2.0f * xfregs.viewport.wd);
float intendedHt = Renderer::EFBToScaledYf(-2.0f * xfregs.viewport.ht);
if (intendedWd < 0.f)
{
intendedX += intendedWd;
intendedWd = -intendedWd;
}
if (intendedHt < 0)
if (intendedHt < 0.f)
{
intendedY += intendedHt;
intendedHt = -intendedHt;
}
// In D3D, the viewport rectangle must fit within the render target.
int X = intendedX;
if (X < 0)
X = 0;
float X = (intendedX >= 0.f) ? intendedX : 0.f;
float Y = (intendedY >= 0.f) ? intendedY : 0.f;
float Wd = (X + intendedWd <= GetTargetWidth()) ? intendedWd : (GetTargetWidth() - X);
float Ht = (Y + intendedHt <= GetTargetHeight()) ? intendedHt : (GetTargetHeight() - Y);
int Y = intendedY;
if (Y < 0)
Y = 0;
int Wd = intendedWd;
if (X + Wd > GetTargetWidth())
Wd = GetTargetWidth() - X;
int Ht = intendedHt;
if (Y + Ht > GetTargetHeight())
Ht = GetTargetHeight() - Y;
// If GX viewport is off the render target, we must clamp our viewport
// within the bounds. Use the correction matrix to compensate.
ViewportCorrectionMatrix(vpCorrection,
(float)intendedX, (float)intendedY,
(float)intendedWd, (float)intendedHt,
(float)X, (float)Y,
(float)Wd, (float)Ht);
intendedX, intendedY,
intendedWd, intendedHt,
X, Y,
Wd, Ht);
// Some games set invalid values for z-min and z-max so fix them to the max and min allowed and let the shaders do this work
D3D11_VIEWPORT vp = CD3D11_VIEWPORT((float)X, (float)Y,
(float)Wd, (float)Ht,
D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y,
Wd, Ht,
0.f, // (xfregs.viewport.farZ - xfregs.viewport.zRange) / 16777216.0f;
1.f); // xfregs.viewport.farZ / 16777216.0f;
D3D::context->RSSetViewports(1, &vp);