OGL: Remove support for NV_depth_buffer_float.

We can't clamp the depth values to the 24-bit range while this extension is active.
This commit is contained in:
Jules Blok
2017-03-14 01:02:13 +01:00
parent f0c2bae778
commit 0a2b58c896
10 changed files with 22 additions and 48 deletions

View File

@ -437,8 +437,6 @@ 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");
@ -627,7 +625,7 @@ 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%s",
WARN_LOG(VIDEO, "Missing OGL Extensions: %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 ",
@ -640,8 +638,7 @@ 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.bSupportsOversizedDepthRanges ? "" : "DepthRangedNV ");
g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ");
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples;
@ -1079,8 +1076,7 @@ void Renderer::SetViewport()
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
}
if (!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges &&
!g_ActiveConfig.backend_info.bSupportsDepthClamp)
if (!g_ActiveConfig.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.
@ -1105,10 +1101,7 @@ void Renderer::SetViewport()
}
// Set the reversed depth range.
if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
glDepthRangedNV(max_depth, min_depth);
else
glDepthRangef(max_depth, min_depth);
glDepthRangef(max_depth, min_depth);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,