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https://github.com/dolphin-emu/dolphin.git
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Vulkan: Add support for unrestricted depth range.
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@ -368,12 +368,19 @@ std::unique_ptr<VKPipeline> VKPipeline::Create(const AbstractPipelineConfig& con
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GetVulkanColorBlendState(config.blending_state, blend_attachment_states.data(),
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static_cast<uint32_t>(blend_attachment_states.size()));
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static const VkDepthClampRangeEXT clamp_range = {0.0f, MAX_EFB_DEPTH};
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static const VkPipelineViewportDepthClampControlCreateInfoEXT depth_clamp_state = {
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VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_DEPTH_CLAMP_CONTROL_CREATE_INFO_EXT, nullptr,
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VK_DEPTH_CLAMP_MODE_USER_DEFINED_RANGE_EXT, // VkDepthClampModeEXT depthClampMode
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&clamp_range // const VkDepthClampRangeEXT* pDepthClampRange
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};
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// This viewport isn't used, but needs to be specified anyway.
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static const VkViewport viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
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static const VkRect2D scissor = {{0, 0}, {1, 1}};
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static const VkPipelineViewportStateCreateInfo viewport_state = {
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VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
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nullptr,
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&depth_clamp_state,
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0, // VkPipelineViewportStateCreateFlags flags;
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1, // uint32_t viewportCount
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&viewport, // const VkViewport* pViewports
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@ -459,6 +459,7 @@ void VulkanContext::PopulateBackendInfo(BackendInfo* backend_info)
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backend_info->bSupportsDynamicVertexLoader = true; // Assumed support.
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backend_info->bSupportsVSLinePointExpand = true; // Assumed support.
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backend_info->bSupportsHDROutput = true; // Assumed support.
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backend_info->bSupportsUnrestrictedDepthRange = false; // Dependent on features.
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}
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void VulkanContext::PopulateBackendInfoAdapters(BackendInfo* backend_info, const GPUList& gpu_list)
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@ -663,6 +664,16 @@ bool VulkanContext::SelectDeviceExtensions(bool enable_surface)
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AddExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME, false);
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AddExtension(VK_EXT_MEMORY_BUDGET_EXTENSION_NAME, false);
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if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_D32F_CLEAR))
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{
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// Unrestricted depth range is one of the few extensions that changes the behavior
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// of Vulkan just by being enabled, so we rely on lazy evaluation to ensure it is
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// not enabled unless depth clamp control is supported.
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g_backend_info.bSupportsUnrestrictedDepthRange =
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AddExtension(VK_EXT_DEPTH_CLAMP_CONTROL_EXTENSION_NAME, false) &&
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AddExtension(VK_EXT_DEPTH_RANGE_UNRESTRICTED_EXTENSION_NAME, false);
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}
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return true;
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}
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@ -216,17 +216,12 @@ void SetScissorAndViewport()
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height *= -1;
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}
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// The maximum depth that is written to the depth buffer should never exceed this value.
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// This is necessary because we use a 2^24 divisor for all our depth values to prevent
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// floating-point round-trip errors. However the console GPU doesn't ever write a value
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// to the depth buffer that exceeds 2^24 - 1.
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constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
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if (!g_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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min_depth = std::clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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min_depth = std::clamp(min_depth, 0.0f, MAX_EFB_DEPTH);
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max_depth = std::clamp(max_depth, 0.0f, MAX_EFB_DEPTH);
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}
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if (VertexShaderManager::UseVertexDepthRange())
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@ -235,13 +230,13 @@ void SetScissorAndViewport()
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// Taking into account whether the depth range is inverted or not.
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if (xfmem.viewport.zRange < 0.0f && g_backend_info.bSupportsReversedDepthRange)
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{
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min_depth = GX_MAX_DEPTH;
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min_depth = MAX_EFB_DEPTH;
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max_depth = 0.0f;
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}
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else
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{
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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max_depth = MAX_EFB_DEPTH;
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}
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}
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@ -131,6 +131,11 @@ void VertexShaderManager::SetProjectionMatrix(XFStateManager& xf_state_manager)
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bool VertexShaderManager::UseVertexDepthRange()
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{
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// Backend has full support for unrestricted depth ranges including the ability to clamp the
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// final depth value to MAX_EFB_DEPTH.
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if (g_backend_info.bSupportsUnrestrictedDepthRange)
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return false;
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// We can't compute the depth range in the vertex shader if we don't support depth clamp.
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if (!g_backend_info.bSupportsDepthClamp)
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return false;
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@ -15,6 +15,12 @@
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constexpr u32 EFB_WIDTH = 640u;
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constexpr u32 EFB_HEIGHT = 528u;
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// The maximum depth that is written to the depth buffer should never exceed this value.
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// This is necessary because we use a 2^24 divisor for all our depth values to prevent
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// floating-point round-trip errors. However the console GPU doesn't ever write a value
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// to the depth buffer that exceeds 2^24 - 1.
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constexpr float MAX_EFB_DEPTH = 16777215.0f / 16777216.0f;
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// Max XFB width is 720. You can only copy out 640 wide areas of efb to XFB
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// so you need multiple copies to do the full width.
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// The VI can do horizontal scaling (TODO: emulate).
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@ -180,6 +180,7 @@ struct BackendInfo
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bool bSupportsVSLinePointExpand = false;
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bool bSupportsGLLayerInFS = true;
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bool bSupportsHDROutput = false;
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bool bSupportsUnrestrictedDepthRange = false;
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};
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extern BackendInfo g_backend_info;
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