VertexShaderGen: Remove the need for an extra UID.

This commit is contained in:
Jules Blok
2017-01-05 14:40:37 +01:00
parent ad84b904e4
commit f866748006
3 changed files with 39 additions and 41 deletions

View File

@ -30,10 +30,6 @@ VertexShaderUid GetVertexShaderUid()
uid_data->msaa = g_ActiveConfig.iMultisamples > 1;
uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA;
uid_data->numColorChans = xfmem.numChan.numColorChans;
uid_data->vertex_depth =
g_ActiveConfig.backend_info.bSupportsDepthClamp &&
((fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f) ||
(xfmem.viewport.zRange < 0.0f && !g_ActiveConfig.backend_info.bSupportsReversedDepthRange));
GetLightingShaderUid(uid_data->lighting);
@ -438,23 +434,15 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
// override it with the correct values if not then early z culling will improve speed.
// There are two different ways to do this, when the depth range is oversized, we process
// the depth range in the vertex shader, if not we let the host driver handle it.
if (uid_data->vertex_depth)
{
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
// We have to handle the depth range in the vertex shader instead of after the perspective
// divide, because some games will use a depth range larger than what is allowed by the
// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
// games effectively add a depth bias to the values written to the depth buffer.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
}
else
{
// Here we rely on the host driver to process the depth range, however we still need to invert
// the console -1..0 range to the 0..1 range used in the depth buffer.
out.Write("o.pos.z = -o.pos.z;\n");
}
//
// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
// We have to handle the depth range in the vertex shader instead of after the perspective
// divide, because some games will use a depth range larger than what is allowed by the
// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
// games effectively add a depth bias to the values written to the depth buffer.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
if (!g_ActiveConfig.backend_info.bSupportsClipControl)
{