Shift the range of final depth values so the minimum is 0.2 (KOS bgpoly depth)

This commit is contained in:
Luke Benstead 2020-05-10 20:53:16 +01:00
parent c66f34cc62
commit d01b9fa85a

View File

@ -937,6 +937,9 @@ static void light(SubmissionTarget* target) {
_glPerformLighting(vertex, ES, target->count);
}
#define PVR_MIN_Z 0.2f
#define PVR_MAX_Z 1.0 + PVR_MIN_Z
GL_FORCE_INLINE void divide(SubmissionTarget* target) {
TRACE();
@ -947,26 +950,8 @@ GL_FORCE_INLINE void divide(SubmissionTarget* target) {
float f = MATH_Fast_Invert(vertex->w);
vertex->xyz[0] *= f;
vertex->xyz[1] *= f;
/* Unlike normal GL graphics, the PVR takes Z coordinates from +EPSILON to +inf
* this is annoying because a traditional Z divide plus shift may end up with
* a coordinate of 0 which isn't valid. This is because the PVR
* expects invW as the coordinate, but that breaks orthographic projections
*
* So instead, we do a normal z/w divide, but shift from -1 to +1, and
* make it 0.001f to 2.001f, then we divide by 0.5 to bring it to
* 0.0005 to 1.0005 and finally we invert by subtracting from 1.001
* to just ensure we never end up with a value at 0.0 due to rounding
* errors */
vertex->xyz[2] = 1.001f - (((vertex->xyz[2] * f) + 1.001f) * 0.5f);
/* FIXME: Consider taking glDepthRange into account. PVR is designed to use 1/w
* which is unlike most GPUs - this apparently provides advantages.
*
* This can be done (if Z is between -1 and 1) with:
*
* //((DEPTH_RANGE_MULTIPLIER_L * vertex->xyz[2] * f) + DEPTH_RANGE_MULTIPLIER_H);
*/
vertex->xyz[2] *= f;
vertex->xyz[2] = PVR_MAX_Z - ((vertex->xyz[2] + 1.0f) * 0.5f);
++vertex;
}
}