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Vulkan: Add support for unrestricted depth range.
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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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