Cosmetics.

This commit is contained in:
Jules Blok 2016-08-12 13:55:35 +02:00
parent 959d1879e5
commit 8c1c7fc2da
4 changed files with 12 additions and 12 deletions

View file

@ -482,10 +482,7 @@ void Renderer::SetViewport()
width = (x + width <= GetTargetWidth()) ? width : (GetTargetWidth() - x);
height = (y + height <= GetTargetHeight()) ? height : (GetTargetHeight() - y);
D3D12_VIEWPORT vp = {
x, y, width, height,
D3D12_MIN_DEPTH,
16777215.0f / 16777216.0f };
D3D12_VIEWPORT vp = {x, y, width, height, D3D12_MIN_DEPTH, 16777215.0f / 16777216.0f};
D3D::current_command_list->RSSetViewports(1, &vp);
}

View file

@ -482,8 +482,9 @@ Renderer::Renderer()
GLExtensions::Supports("GL_ARB_shading_language_420pack");
// Clip distance support is useless without a method to clamp the depth range
g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp") &&
!DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE);
g_Config.backend_info.bSupportsDepthClamp =
GLExtensions::Supports("GL_ARB_depth_clamp") &&
!DriverDetails::HasBug(DriverDetails::BUG_BROKENCLIPDISTANCE);
g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
@ -524,7 +525,8 @@ Renderer::Renderer()
g_ogl_config.bSupportsGLSLCache = true;
g_ogl_config.bSupportsGLSync = true;
// TODO: Implement support for GL_EXT_clip_cull_distance when there is an extension for depth clamping.
// TODO: Implement support for GL_EXT_clip_cull_distance when there is an extension for
// depth clamping.
g_Config.backend_info.bSupportsDepthClamp = false;
if (strstr(g_ogl_config.glsl_version, "3.0"))

View file

@ -406,13 +406,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
out.Write("o.clipDist0 = o.pos.z + o.pos.w;\n"); // Near: z < -w
out.Write("o.clipDist1 = -o.pos.z;\n"); // Far: z > 0
// We have to handle the depth range in the vertex shader, because some games will use a depth range beyond
// the normal depth range of 0..1.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION".w - o.pos.z * " I_PIXELCENTERCORRECTION".z;\n");
// We have to handle the depth range in the vertex shader, because some games will use a depth
// range beyond the normal depth range of 0..1.
out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
}
else
{
// User-defined clipping is not supported, thus we rely on the API to handle the depth range for us.
// User-defined clipping is not supported, thus we rely on the API to handle the depth range.
// We still need to take care of the reversed depth, so we do that here.
out.Write("o.pos.z = -o.pos.z;\n");
}

View file

@ -171,7 +171,7 @@ struct VideoConfig final
bool bSupportsPaletteConversion;
bool bSupportsClipControl; // Needed by VertexShaderGen, so must stay in VideoCommon
bool bSupportsSSAA;
bool bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon
bool bSupportsDepthClamp; // Needed by VertexShaderGen, so must stay in VideoCommon
} backend_info;
// Utility