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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.
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@ -437,8 +437,6 @@ Renderer::Renderer()
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// Clip distance support is useless without a method to clamp the depth range
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g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp");
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g_Config.backend_info.bSupportsOversizedDepthRanges =
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GLExtensions::Supports("GL_NV_depth_buffer_float");
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g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
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g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
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@ -627,7 +625,7 @@ Renderer::Renderer()
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g_ogl_config.gl_renderer, g_ogl_config.gl_version),
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5000);
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WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s",
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WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s",
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g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
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g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
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g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
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@ -640,8 +638,7 @@ Renderer::Renderer()
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g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ",
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g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ",
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g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ",
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g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ",
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g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges ? "" : "DepthRangedNV ");
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g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ");
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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s_MSAASamples = s_last_multisamples;
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@ -1079,8 +1076,7 @@ void Renderer::SetViewport()
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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}
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if (!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges &&
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!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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{
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// There's no way to support oversized depth ranges in this situation. Let's just clamp the
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// range to the maximum value supported by the console GPU and hope for the best.
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@ -1105,10 +1101,7 @@ void Renderer::SetViewport()
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}
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// Set the reversed depth range.
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if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
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glDepthRangedNV(max_depth, min_depth);
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else
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glDepthRangef(max_depth, min_depth);
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glDepthRangef(max_depth, min_depth);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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