Vulkan: Add support for unrestricted depth range.

This commit is contained in:
CrossVR
2025-07-21 05:48:04 +09:00
parent dccd8709d8
commit 0ace5f5d3d
6 changed files with 35 additions and 10 deletions

View File

@ -368,12 +368,19 @@ std::unique_ptr<VKPipeline> VKPipeline::Create(const AbstractPipelineConfig& con
GetVulkanColorBlendState(config.blending_state, blend_attachment_states.data(),
static_cast<uint32_t>(blend_attachment_states.size()));
static const VkDepthClampRangeEXT clamp_range = {0.0f, MAX_EFB_DEPTH};
static const VkPipelineViewportDepthClampControlCreateInfoEXT depth_clamp_state = {
VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_DEPTH_CLAMP_CONTROL_CREATE_INFO_EXT, nullptr,
VK_DEPTH_CLAMP_MODE_USER_DEFINED_RANGE_EXT, // VkDepthClampModeEXT depthClampMode
&clamp_range // const VkDepthClampRangeEXT* pDepthClampRange
};
// This viewport isn't used, but needs to be specified anyway.
static const VkViewport viewport = {0.0f, 0.0f, 1.0f, 1.0f, 0.0f, 1.0f};
static const VkRect2D scissor = {{0, 0}, {1, 1}};
static const VkPipelineViewportStateCreateInfo viewport_state = {
VK_STRUCTURE_TYPE_PIPELINE_VIEWPORT_STATE_CREATE_INFO,
nullptr,
&depth_clamp_state,
0, // VkPipelineViewportStateCreateFlags flags;
1, // uint32_t viewportCount
&viewport, // const VkViewport* pViewports

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@ -459,6 +459,7 @@ void VulkanContext::PopulateBackendInfo(BackendInfo* backend_info)
backend_info->bSupportsDynamicVertexLoader = true; // Assumed support.
backend_info->bSupportsVSLinePointExpand = true; // Assumed support.
backend_info->bSupportsHDROutput = true; // Assumed support.
backend_info->bSupportsUnrestrictedDepthRange = false; // Dependent on features.
}
void VulkanContext::PopulateBackendInfoAdapters(BackendInfo* backend_info, const GPUList& gpu_list)
@ -663,6 +664,16 @@ bool VulkanContext::SelectDeviceExtensions(bool enable_surface)
AddExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME, false);
AddExtension(VK_EXT_MEMORY_BUDGET_EXTENSION_NAME, false);
if (!DriverDetails::HasBug(DriverDetails::BUG_BROKEN_D32F_CLEAR))
{
// Unrestricted depth range is one of the few extensions that changes the behavior
// of Vulkan just by being enabled, so we rely on lazy evaluation to ensure it is
// not enabled unless depth clamp control is supported.
g_backend_info.bSupportsUnrestrictedDepthRange =
AddExtension(VK_EXT_DEPTH_CLAMP_CONTROL_EXTENSION_NAME, false) &&
AddExtension(VK_EXT_DEPTH_RANGE_UNRESTRICTED_EXTENSION_NAME, false);
}
return true;
}

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@ -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;
}
}

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@ -131,6 +131,11 @@ void VertexShaderManager::SetProjectionMatrix(XFStateManager& xf_state_manager)
bool VertexShaderManager::UseVertexDepthRange()
{
// Backend has full support for unrestricted depth ranges including the ability to clamp the
// final depth value to MAX_EFB_DEPTH.
if (g_backend_info.bSupportsUnrestrictedDepthRange)
return false;
// We can't compute the depth range in the vertex shader if we don't support depth clamp.
if (!g_backend_info.bSupportsDepthClamp)
return false;

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@ -15,6 +15,12 @@
constexpr u32 EFB_WIDTH = 640u;
constexpr u32 EFB_HEIGHT = 528u;
// 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 MAX_EFB_DEPTH = 16777215.0f / 16777216.0f;
// Max XFB width is 720. You can only copy out 640 wide areas of efb to XFB
// so you need multiple copies to do the full width.
// The VI can do horizontal scaling (TODO: emulate).

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@ -180,6 +180,7 @@ struct BackendInfo
bool bSupportsVSLinePointExpand = false;
bool bSupportsGLLayerInFS = true;
bool bSupportsHDROutput = false;
bool bSupportsUnrestrictedDepthRange = false;
};
extern BackendInfo g_backend_info;