diff options
| author | CrossVR <jules.blok@gmail.com> | 2025-07-21 05:48:04 +0900 |
|---|---|---|
| committer | CrossVR <jules.blok@gmail.com> | 2025-07-21 14:07:26 +0900 |
| commit | 0ace5f5d3db86e3f98e421c0ed3495ffe39a02fc (patch) | |
| tree | 14581223c7ae0fe9d0f0554d3aa6647fb06cfe45 /Source/Core/VideoCommon/BPFunctions.cpp | |
| parent | dccd8709d8c8df70493def8813dd8039dfe5ba16 (diff) | |
Vulkan: Add support for unrestricted depth range.
Diffstat (limited to 'Source/Core/VideoCommon/BPFunctions.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/BPFunctions.cpp | 13 |
1 files changed, 4 insertions, 9 deletions
diff --git a/Source/Core/VideoCommon/BPFunctions.cpp b/Source/Core/VideoCommon/BPFunctions.cpp index 0b20bcfd8a..444b1dbc4f 100644 --- a/Source/Core/VideoCommon/BPFunctions.cpp +++ b/Source/Core/VideoCommon/BPFunctions.cpp @@ -216,17 +216,12 @@ void SetScissorAndViewport() height *= -1; } - // The maximum depth that is written to the depth buffer should never exceed this value. - // This is necessary because we use a 2^24 divisor for all our depth values to prevent - // floating-point round-trip errors. However the console GPU doesn't ever write a value - // to the depth buffer that exceeds 2^24 - 1. - constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f; if (!g_backend_info.bSupportsDepthClamp) { // 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 = std::clamp(min_depth, 0.0f, GX_MAX_DEPTH); - max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH); + min_depth = std::clamp(min_depth, 0.0f, MAX_EFB_DEPTH); + max_depth = std::clamp(max_depth, 0.0f, MAX_EFB_DEPTH); } if (VertexShaderManager::UseVertexDepthRange()) @@ -235,13 +230,13 @@ void SetScissorAndViewport() // Taking into account whether the depth range is inverted or not. if (xfmem.viewport.zRange < 0.0f && g_backend_info.bSupportsReversedDepthRange) { - min_depth = GX_MAX_DEPTH; + min_depth = MAX_EFB_DEPTH; max_depth = 0.0f; } else { min_depth = 0.0f; - max_depth = GX_MAX_DEPTH; + max_depth = MAX_EFB_DEPTH; } } |
