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

@ -1635,6 +1635,10 @@ 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<float>(xfmem.viewport.zRange, -16777216.0f, 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 (width < 0.0f)
{
x += width;
@ -1645,29 +1649,16 @@ void Renderer::SetViewport()
y += height;
height = -height;
}
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = 1.0f - min_depth;
max_depth = 1.0f - max_depth;
}
// If we do depth clipping and depth range in the vertex shader we only need to ensure
// depth values don't exceed the maximum value supported by the console GPU. If not,
// we simply clamp the near/far values themselves to the maximum value as done above.
float min_depth, max_depth;
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
{
min_depth = 1.0f - GX_MAX_DEPTH;
max_depth = 1.0f;
}
else
{
float near_val = MathUtil::Clamp<float>(xfmem.viewport.farZ -
MathUtil::Clamp<float>(xfmem.viewport.zRange,
-16777216.0f, 16777216.0f),
0.0f, 16777215.0f) /
16777216.0f;
float far_val = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
min_depth = near_val;
max_depth = far_val;
}
VkViewport viewport = {x, y, width, height, min_depth, max_depth};
VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth};
StateTracker::GetInstance()->SetViewport(viewport);
}