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rsx: Remove zclip hackery
- Calculates precise Z value as requested by the game - Works properly if the underlying Z format matches the PS3 1:1 but may cause minor problems otherwise
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@ -603,27 +603,19 @@ namespace glsl
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{
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if (props.emulate_depth_clip_only)
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{
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// Declare rcp_precise. Requires f64 support in the drivers.
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// This is required to handle precision drift during division for extended depth range.
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OS <<
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"double rcp_precise(double x)\n"
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"{\n"
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" double scaled = x * 0.0009765625;\n"
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" double inv = 1.0 / scaled;\n"
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" return inv * 0.0009765625;\n"
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"}\n"
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"\n"
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// Technically the depth value here is the 'final' depth that should be stored in the Z buffer.
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// Forward mapping eqn is d' = d * (f - n) + n, where d' is the stored Z value (this) and d is the normalized API value.
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OS <<
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"vec4 apply_zclip_xform(const in vec4 pos, const in float near_plane, const in float far_plane)\n"
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"{\n"
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" if (far_plane != 0.0 && pos.w != 0.0)\n"
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" if (pos.w != 0.0)\n"
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" {\n"
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" double z_range = (far_plane > near_plane)? (far_plane - near_plane) : far_plane;\n"
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" double inv_range = rcp_precise(z_range);\n"
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" float d = float(pos.z * rcp_precise(pos.w));\n"
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" float new_d = (d - near_plane) * float(inv_range);\n"
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" return vec4(pos.x, pos.y, (new_d * pos.w), pos.w);\n"
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" const float real_n = min(far_plane, near_plane);\n"
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" const float real_f = max(far_plane, near_plane);\n"
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" const double depth_range = double(real_f - real_n);\n"
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" const double inv_range = (depth_range > 0.0) ? (1.0 / (depth_range * pos.w)) : 0.0;\n"
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" const double d = (double(pos.z) - real_n) * inv_range;\n"
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" return vec4(pos.xy, float(d * pos.w), pos.w);\n"
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" }\n"
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" else\n"
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" {\n"
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