From bde81269130c31c93cbb0f0f3ac8f23560751cac Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Tue, 21 Feb 2017 16:15:22 +0100 Subject: [PATCH] VideoBackends: Remove depth range clamping hacks. Oversized depth ranges are handled correctly now, we don't need to hack around them with clamps anymore. --- Source/Core/VideoBackends/D3D/Render.cpp | 6 ++---- Source/Core/VideoBackends/D3D12/Render.cpp | 6 ++---- Source/Core/VideoBackends/OGL/Render.cpp | 16 +++++++++------- Source/Core/VideoBackends/Vulkan/Renderer.cpp | 6 ++---- 4 files changed, 15 insertions(+), 19 deletions(-) diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 431690ca25..a100fb5616 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -561,10 +561,8 @@ 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(xfmem.viewport.zRange, 0.0f, 16777215.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; if (Wd < 0.0f) { X += Wd; diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index d72ab7497a..d5bdaeb07a 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -466,10 +466,8 @@ void Renderer::SetViewport() float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset); float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); - float range = MathUtil::Clamp(xfmem.viewport.zRange, 0.0f, 16777215.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; if (width < 0.0f) { x += width; diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index abee545ba4..f8405250d7 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1111,6 +1111,8 @@ void Renderer::SetViewport() (float)scissorYOff); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; if (Width < 0) { X += Width; @@ -1136,17 +1138,10 @@ void Renderer::SetViewport() // Set the reversed depth range. if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges) { - float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; - float max_depth = xfmem.viewport.farZ / 16777216.0f; glDepthRangedNV(max_depth, min_depth); } else { - float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777216.0f, 16777216.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; - // If an oversized depth range is used, we need to calculate the depth range in the // vertex shader. if (g_ActiveConfig.backend_info.bSupportsDepthClamp && @@ -1165,6 +1160,13 @@ void Renderer::SetViewport() max_depth = GX_MAX_DEPTH; } } + else + { + // There's no way to support oversized depth ranges in this situation. Let's just clamp the + // range to the maximum value supported by the console GPU and hope for the best. + min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH); + max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH); + } glDepthRangef(max_depth, min_depth); } diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp index 765601b329..ebfc755327 100644 --- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp +++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp @@ -1641,10 +1641,8 @@ void Renderer::SetViewport() float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset); float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); - float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777215.0f, 16777215.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; if (width < 0.0f) { x += width;