From 28e6e259edc6828b467346d8e3f532c01791eabc Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Sun, 19 Feb 2017 16:41:04 +0100 Subject: VideoBackends: Set the maximum range when the depth range is oversized. The depth values generated by the vertex shader need to be clamped correctly. --- Source/Core/VideoBackends/D3D/Render.cpp | 8 +++++--- Source/Core/VideoBackends/D3D12/Render.cpp | 8 +++++--- Source/Core/VideoBackends/OGL/Render.cpp | 23 +++++++++++++++++++---- Source/Core/VideoBackends/Vulkan/Renderer.cpp | 11 +++++++---- 4 files changed, 36 insertions(+), 14 deletions(-) (limited to 'Source/Core/VideoBackends') diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index bf1500ab0f..431690ca25 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -576,10 +576,12 @@ void Renderer::SetViewport() Ht = -Ht; } - // If an inverted depth range is used, which D3D doesn't support, - // we need to calculate the depth range in the vertex shader. - if (xfmem.viewport.zRange < 0.0f) + // If an inverted or oversized depth range is used, we need to calculate the depth range in the + // vertex shader. + if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f || + fabs(xfmem.viewport.farZ) > 16777215.0f) { + // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; max_depth = GX_MAX_DEPTH; } diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index 812a0adf11..d72ab7497a 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -481,10 +481,12 @@ void Renderer::SetViewport() height = -height; } - // If an inverted depth range is used, which D3D doesn't support, - // we need to calculate the depth range in the vertex shader. - if (xfmem.viewport.zRange < 0.0f) + // If an inverted or oversized depth range is used, we need to calculate the depth range in the + // vertex shader. + if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f || + fabs(xfmem.viewport.farZ) > 16777215.0f) { + // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; max_depth = GX_MAX_DEPTH; } diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index a92c4810f4..f55d06ecbc 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1123,6 +1123,24 @@ void Renderer::SetViewport() Height *= -1; } + // If an oversized depth range is used, we need to calculate the depth range in the vertex shader. + if (g_ActiveConfig.backend_info.bSupportsDepthClamp && + (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f)) + { + // We need to ensure depth values are clamped the maximum value supported by the console GPU. + // Taking into account whether the depth range is inverted or not. + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = GX_MAX_DEPTH; + max_depth = 0.0f; + } + else + { + min_depth = 0.0f; + max_depth = GX_MAX_DEPTH; + } + } + // Update the view port if (g_ogl_config.bSupportViewportFloat) { @@ -1134,10 +1152,7 @@ void Renderer::SetViewport() glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height)); } - // Set the reversed depth range. 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. + // Set the reversed depth range. glDepthRangef(max_depth, min_depth); } diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp index 77f6fd3453..765601b329 100644 --- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp +++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp @@ -4,6 +4,7 @@ #include "VideoBackends/Vulkan/Renderer.h" +#include #include #include #include @@ -1655,11 +1656,13 @@ void Renderer::SetViewport() height = -height; } - // If an inverted depth range is used, which the Vulkan drivers don't - // support, we need to calculate the depth range in the vertex shader. - // TODO: Make this into a DriverDetails bug and write a test for CTS. - if (xfmem.viewport.zRange < 0.0f) + // If an oversized or inverted depth range is used, we need to calculate the depth range in the + // vertex shader. + // TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails. + if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f || + fabs(xfmem.viewport.farZ) > 16777215.0f) { + // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; max_depth = GX_MAX_DEPTH; } -- cgit v1.2.3 From 94522d4cf3f18ba0783a877a8254537f0ff383ac Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Sat, 6 Aug 2016 13:30:32 +0200 Subject: OGL: Add support for glDepthRangedNV to handle oversized depth ranges. --- Source/Core/VideoBackends/D3D/main.cpp | 1 + Source/Core/VideoBackends/D3D12/main.cpp | 1 + Source/Core/VideoBackends/Null/NullBackend.cpp | 1 + Source/Core/VideoBackends/OGL/Render.cpp | 64 +++++++++++++--------- Source/Core/VideoBackends/OGL/main.cpp | 1 + Source/Core/VideoBackends/Software/SWmain.cpp | 1 + Source/Core/VideoBackends/Vulkan/VulkanContext.cpp | 19 ++++--- 7 files changed, 54 insertions(+), 34 deletions(-) (limited to 'Source/Core/VideoBackends') diff --git a/Source/Core/VideoBackends/D3D/main.cpp b/Source/Core/VideoBackends/D3D/main.cpp index fe32d89603..4f2a32d32e 100644 --- a/Source/Core/VideoBackends/D3D/main.cpp +++ b/Source/Core/VideoBackends/D3D/main.cpp @@ -64,6 +64,7 @@ void VideoBackend::InitBackendInfo() g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsOversizedViewports = false; + g_Config.backend_info.bSupportsOversizedDepthRanges = false; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupportsPostProcessing = false; diff --git a/Source/Core/VideoBackends/D3D12/main.cpp b/Source/Core/VideoBackends/D3D12/main.cpp index ef377bab41..7d903bae63 100644 --- a/Source/Core/VideoBackends/D3D12/main.cpp +++ b/Source/Core/VideoBackends/D3D12/main.cpp @@ -68,6 +68,7 @@ void VideoBackend::InitBackendInfo() g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsOversizedViewports = false; + g_Config.backend_info.bSupportsOversizedDepthRanges = false; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupportsPostProcessing = false; diff --git a/Source/Core/VideoBackends/Null/NullBackend.cpp b/Source/Core/VideoBackends/Null/NullBackend.cpp index 1e3117088e..854b8450a4 100644 --- a/Source/Core/VideoBackends/Null/NullBackend.cpp +++ b/Source/Core/VideoBackends/Null/NullBackend.cpp @@ -28,6 +28,7 @@ void VideoBackend::InitBackendInfo() g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsOversizedViewports = true; + g_Config.backend_info.bSupportsOversizedDepthRanges = false; g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupports3DVision = false; g_Config.backend_info.bSupportsEarlyZ = true; diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index f55d06ecbc..abee545ba4 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -474,6 +474,8 @@ Renderer::Renderer() // Clip distance support is useless without a method to clamp the depth range g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp"); + g_Config.backend_info.bSupportsOversizedDepthRanges = + GLExtensions::Supports("GL_NV_depth_buffer_float"); g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary"); g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory"); @@ -666,7 +668,7 @@ Renderer::Renderer() g_ogl_config.gl_renderer, g_ogl_config.gl_version), 5000); - WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s", + WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s", g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ", g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ", g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ", @@ -679,7 +681,8 @@ Renderer::Renderer() g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ", g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ", g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ", - g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp "); + g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ", + g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges ? "" : "DepthRangedNV "); s_last_multisamples = g_ActiveConfig.iMultisamples; s_MSAASamples = s_last_multisamples; @@ -1108,10 +1111,6 @@ void Renderer::SetViewport() (float)scissorYOff); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); - float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777215.0f, 16777215.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; if (Width < 0) { X += Width; @@ -1123,24 +1122,6 @@ void Renderer::SetViewport() Height *= -1; } - // If an oversized depth range is used, we need to calculate the depth range in the vertex shader. - if (g_ActiveConfig.backend_info.bSupportsDepthClamp && - (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f)) - { - // We need to ensure depth values are clamped the maximum value supported by the console GPU. - // Taking into account whether the depth range is inverted or not. - if (xfmem.viewport.zRange < 0.0f) - { - min_depth = GX_MAX_DEPTH; - max_depth = 0.0f; - } - else - { - min_depth = 0.0f; - max_depth = GX_MAX_DEPTH; - } - } - // Update the view port if (g_ogl_config.bSupportViewportFloat) { @@ -1153,7 +1134,40 @@ void Renderer::SetViewport() } // Set the reversed depth range. - glDepthRangef(max_depth, min_depth); + if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges) + { + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; + glDepthRangedNV(max_depth, min_depth); + } + else + { + float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777216.0f, 16777216.0f); + float min_depth = + MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; + float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + + // If an oversized depth range is used, we need to calculate the depth range in the + // vertex shader. + if (g_ActiveConfig.backend_info.bSupportsDepthClamp && + (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f)) + { + // We need to ensure depth values are clamped the maximum value supported by the console GPU. + // Taking into account whether the depth range is inverted or not. + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = GX_MAX_DEPTH; + max_depth = 0.0f; + } + else + { + min_depth = 0.0f; + max_depth = GX_MAX_DEPTH; + } + } + + glDepthRangef(max_depth, min_depth); + } } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, diff --git a/Source/Core/VideoBackends/OGL/main.cpp b/Source/Core/VideoBackends/OGL/main.cpp index 0d46982cca..fa08587ca1 100644 --- a/Source/Core/VideoBackends/OGL/main.cpp +++ b/Source/Core/VideoBackends/OGL/main.cpp @@ -107,6 +107,7 @@ void VideoBackend::InitBackendInfo() g_Config.backend_info.bSupportsInternalResolutionFrameDumps = true; // Overwritten in Render.cpp later + g_Config.backend_info.bSupportsOversizedDepthRanges = false; g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPaletteConversion = true; diff --git a/Source/Core/VideoBackends/Software/SWmain.cpp b/Source/Core/VideoBackends/Software/SWmain.cpp index adbe5046b6..e840ac4921 100644 --- a/Source/Core/VideoBackends/Software/SWmain.cpp +++ b/Source/Core/VideoBackends/Software/SWmain.cpp @@ -128,6 +128,7 @@ void VideoSoftware::InitBackendInfo() g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsEarlyZ = true; g_Config.backend_info.bSupportsOversizedViewports = true; + g_Config.backend_info.bSupportsOversizedDepthRanges = true; g_Config.backend_info.bSupportsPrimitiveRestart = false; g_Config.backend_info.bSupportsMultithreading = false; g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false; diff --git a/Source/Core/VideoBackends/Vulkan/VulkanContext.cpp b/Source/Core/VideoBackends/Vulkan/VulkanContext.cpp index 7dc809e6b2..d3f981e5f5 100644 --- a/Source/Core/VideoBackends/Vulkan/VulkanContext.cpp +++ b/Source/Core/VideoBackends/Vulkan/VulkanContext.cpp @@ -225,15 +225,16 @@ VulkanContext::GPUList VulkanContext::EnumerateGPUs(VkInstance instance) void VulkanContext::PopulateBackendInfo(VideoConfig* config) { config->backend_info.api_type = APIType::Vulkan; - config->backend_info.bSupportsExclusiveFullscreen = false; // Currently WSI does not allow this. - config->backend_info.bSupports3DVision = false; // D3D-exclusive. - config->backend_info.bSupportsOversizedViewports = true; // Assumed support. - config->backend_info.bSupportsEarlyZ = true; // Assumed support. - config->backend_info.bSupportsPrimitiveRestart = true; // Assumed support. - config->backend_info.bSupportsBindingLayout = false; // Assumed support. - config->backend_info.bSupportsPaletteConversion = true; // Assumed support. - config->backend_info.bSupportsClipControl = true; // Assumed support. - config->backend_info.bSupportsMultithreading = true; // Assumed support. + config->backend_info.bSupportsExclusiveFullscreen = false; // Currently WSI does not allow this. + config->backend_info.bSupports3DVision = false; // D3D-exclusive. + config->backend_info.bSupportsOversizedViewports = true; // Assumed support. + config->backend_info.bSupportsOversizedDepthRanges = false; // No support yet. + config->backend_info.bSupportsEarlyZ = true; // Assumed support. + config->backend_info.bSupportsPrimitiveRestart = true; // Assumed support. + config->backend_info.bSupportsBindingLayout = false; // Assumed support. + config->backend_info.bSupportsPaletteConversion = true; // Assumed support. + config->backend_info.bSupportsClipControl = true; // Assumed support. + config->backend_info.bSupportsMultithreading = true; // Assumed support. config->backend_info.bSupportsInternalResolutionFrameDumps = true; // Assumed support. config->backend_info.bSupportsPostProcessing = false; // No support yet. config->backend_info.bSupportsDualSourceBlend = false; // Dependent on features. -- cgit v1.2.3 From bde81269130c31c93cbb0f0f3ac8f23560751cac Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Tue, 21 Feb 2017 16:15:22 +0100 Subject: VideoBackends: Remove depth range clamping hacks. Oversized depth ranges are handled correctly now, we don't need to hack around them with clamps anymore. --- Source/Core/VideoBackends/D3D/Render.cpp | 6 ++---- Source/Core/VideoBackends/D3D12/Render.cpp | 6 ++---- Source/Core/VideoBackends/OGL/Render.cpp | 16 +++++++++------- Source/Core/VideoBackends/Vulkan/Renderer.cpp | 6 ++---- 4 files changed, 15 insertions(+), 19 deletions(-) (limited to 'Source/Core/VideoBackends') diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index 431690ca25..a100fb5616 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -561,10 +561,8 @@ void Renderer::SetViewport() float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff); float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); - float range = MathUtil::Clamp(xfmem.viewport.zRange, 0.0f, 16777215.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; if (Wd < 0.0f) { X += Wd; diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index d72ab7497a..d5bdaeb07a 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -466,10 +466,8 @@ 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(xfmem.viewport.zRange, 0.0f, 16777215.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; if (width < 0.0f) { x += width; diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index abee545ba4..f8405250d7 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1111,6 +1111,8 @@ void Renderer::SetViewport() (float)scissorYOff); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; if (Width < 0) { X += Width; @@ -1136,17 +1138,10 @@ void Renderer::SetViewport() // Set the reversed depth range. if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges) { - float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; - float max_depth = xfmem.viewport.farZ / 16777216.0f; glDepthRangedNV(max_depth, min_depth); } else { - float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777216.0f, 16777216.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; - // If an oversized depth range is used, we need to calculate the depth range in the // vertex shader. if (g_ActiveConfig.backend_info.bSupportsDepthClamp && @@ -1165,6 +1160,13 @@ void Renderer::SetViewport() max_depth = GX_MAX_DEPTH; } } + else + { + // 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 = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH); + max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH); + } glDepthRangef(max_depth, min_depth); } diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp index 765601b329..ebfc755327 100644 --- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp +++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp @@ -1641,10 +1641,8 @@ 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(xfmem.viewport.zRange, -16777215.0f, 16777215.0f); - float min_depth = - MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; - float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f; + float max_depth = xfmem.viewport.farZ / 16777216.0f; if (width < 0.0f) { x += width; -- cgit v1.2.3 From a15555fe0304e1ba560f91f8bacc8b121d226d1c Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Fri, 24 Feb 2017 15:16:28 +0100 Subject: VideoBackends: Use vertex shader depth range if ztexture is used. --- Source/Core/VideoBackends/D3D/Render.cpp | 3 +- Source/Core/VideoBackends/D3D12/Render.cpp | 3 +- Source/Core/VideoBackends/OGL/Render.cpp | 45 ++++++++++++--------------- Source/Core/VideoBackends/Vulkan/Renderer.cpp | 4 +-- 4 files changed, 23 insertions(+), 32 deletions(-) (limited to 'Source/Core/VideoBackends') diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index a100fb5616..15273ed719 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -576,8 +576,7 @@ void Renderer::SetViewport() // If an inverted or oversized depth range is used, we need to calculate the depth range in the // vertex shader. - if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f || - fabs(xfmem.viewport.farZ) > 16777215.0f) + if (UseVertexDepthRange()) { // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index d5bdaeb07a..4d2badc2e2 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -481,8 +481,7 @@ void Renderer::SetViewport() // If an inverted or oversized depth range is used, we need to calculate the depth range in the // vertex shader. - if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f || - fabs(xfmem.viewport.farZ) > 16777215.0f) + if (UseVertexDepthRange()) { // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index f8405250d7..ee7d37bb67 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1135,41 +1135,36 @@ void Renderer::SetViewport() glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height)); } - // Set the reversed depth range. - if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges) + if (!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges && + !g_ActiveConfig.backend_info.bSupportsDepthClamp) { - glDepthRangedNV(max_depth, min_depth); + // 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 = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH); + max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH); } - else + + if (UseVertexDepthRange()) { - // If an oversized depth range is used, we need to calculate the depth range in the - // vertex shader. - if (g_ActiveConfig.backend_info.bSupportsDepthClamp && - (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f)) + // We need to ensure depth values are clamped the maximum value supported by the console GPU. + // Taking into account whether the depth range is inverted or not. + if (xfmem.viewport.zRange < 0.0f) { - // We need to ensure depth values are clamped the maximum value supported by the console GPU. - // Taking into account whether the depth range is inverted or not. - if (xfmem.viewport.zRange < 0.0f) - { - min_depth = GX_MAX_DEPTH; - max_depth = 0.0f; - } - else - { - min_depth = 0.0f; - max_depth = GX_MAX_DEPTH; - } + min_depth = GX_MAX_DEPTH; + max_depth = 0.0f; } else { - // 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 = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH); - max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH); + min_depth = 0.0f; + max_depth = GX_MAX_DEPTH; } + } + // Set the reversed depth range. + if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges) + glDepthRangedNV(max_depth, min_depth); + else glDepthRangef(max_depth, min_depth); - } } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp index ebfc755327..3cf8919042 100644 --- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp +++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp @@ -4,7 +4,6 @@ #include "VideoBackends/Vulkan/Renderer.h" -#include #include #include #include @@ -1657,8 +1656,7 @@ void Renderer::SetViewport() // If an oversized or inverted depth range is used, we need to calculate the depth range in the // vertex shader. // TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails. - if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f || - fabs(xfmem.viewport.farZ) > 16777215.0f) + if (UseVertexDepthRange()) { // We need to ensure depth values are clamped the maximum value supported by the console GPU. min_depth = 0.0f; -- cgit v1.2.3