Move UseVertexDepthRange() out of Renderer

There wasn't really a good place for it, but this will do
This commit is contained in:
Scott Mansell 2023-01-31 18:18:46 +13:00
parent 2cfc02a116
commit 5803786beb
5 changed files with 27 additions and 24 deletions

View File

@ -18,6 +18,7 @@
#include "VideoCommon/RenderBase.h" #include "VideoCommon/RenderBase.h"
#include "VideoCommon/RenderState.h" #include "VideoCommon/RenderState.h"
#include "VideoCommon/VertexManagerBase.h" #include "VideoCommon/VertexManagerBase.h"
#include "VideoCommon/VertexShaderManager.h"
#include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h" #include "VideoCommon/XFMemory.h"
@ -246,7 +247,7 @@ void SetScissorAndViewport()
max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH); max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH);
} }
if (g_renderer->UseVertexDepthRange()) if (VertexShaderManager::UseVertexDepthRange())
{ {
// We need to ensure depth values are clamped the maximum value supported by the console GPU. // We need to ensure depth values are clamped the maximum value supported by the console GPU.
// Taking into account whether the depth range is inverted or not. // Taking into account whether the depth range is inverted or not.

View File

@ -31,7 +31,6 @@
#include "VideoCommon/VideoBackendBase.h" #include "VideoCommon/VideoBackendBase.h"
#include "VideoCommon/VideoCommon.h" #include "VideoCommon/VideoCommon.h"
#include "VideoCommon/VideoConfig.h" #include "VideoCommon/VideoConfig.h"
#include "VideoCommon/XFMemory.h"
std::unique_ptr<Renderer> g_renderer; std::unique_ptr<Renderer> g_renderer;
@ -141,22 +140,3 @@ void Renderer::PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num
} }
} }
} }
bool Renderer::UseVertexDepthRange()
{
// We can't compute the depth range in the vertex shader if we don't support depth clamp.
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
return false;
// We need a full depth range if a ztexture is used.
if (bpmem.ztex2.op != ZTexOp::Disabled && !bpmem.zcontrol.early_ztest)
return true;
// If an inverted depth range is unsupported, we also need to check if the range is inverted.
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
return true;
// If an oversized depth range or a ztexture is used, we need to calculate the depth range
// in the vertex shader.
return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
}

View File

@ -34,8 +34,6 @@ public:
virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data); virtual u32 AccessEFB(EFBAccessType type, u32 x, u32 y, u32 poke_data);
virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points); virtual void PokeEFB(EFBAccessType type, const EfbPokeData* points, size_t num_points);
static bool UseVertexDepthRange();
}; };
extern std::unique_ptr<Renderer> g_renderer; extern std::unique_ptr<Renderer> g_renderer;

View File

@ -158,6 +158,26 @@ void VertexShaderManager::SetProjectionMatrix()
} }
} }
bool VertexShaderManager::UseVertexDepthRange()
{
// We can't compute the depth range in the vertex shader if we don't support depth clamp.
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
return false;
// We need a full depth range if a ztexture is used.
if (bpmem.ztex2.op != ZTexOp::Disabled && !bpmem.zcontrol.early_ztest)
return true;
// If an inverted depth range is unsupported, we also need to check if the range is inverted.
if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
return true;
// If an oversized depth range or a ztexture is used, we need to calculate the depth range
// in the vertex shader.
return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
}
// Syncs the shader constant buffers with xfmem // Syncs the shader constant buffers with xfmem
// TODO: A cleaner way to control the matrices without making a mess in the parameters field // TODO: A cleaner way to control the matrices without making a mess in the parameters field
void VertexShaderManager::SetConstants(const std::vector<std::string>& textures) void VertexShaderManager::SetConstants(const std::vector<std::string>& textures)
@ -356,7 +376,7 @@ void VertexShaderManager::SetConstants(const std::vector<std::string>& textures)
constants.viewport[0] = (2.f * xfmem.viewport.wd); constants.viewport[0] = (2.f * xfmem.viewport.wd);
constants.viewport[1] = (2.f * xfmem.viewport.ht); constants.viewport[1] = (2.f * xfmem.viewport.ht);
if (g_renderer->UseVertexDepthRange()) if (UseVertexDepthRange())
{ {
// Oversized depth ranges are handled in the vertex shader. We need to reverse // Oversized depth ranges are handled in the vertex shader. We need to reverse
// the far value to use the reversed-Z trick. // the far value to use the reversed-Z trick.

View File

@ -44,9 +44,13 @@ public:
// (i.e. VertexShaderManager::SetConstants needs to be called before using this!) // (i.e. VertexShaderManager::SetConstants needs to be called before using this!)
void TransformToClipSpace(const float* data, float* out, u32 mtxIdx); void TransformToClipSpace(const float* data, float* out, u32 mtxIdx);
static bool UseVertexDepthRange();
VertexShaderConstants constants{}; VertexShaderConstants constants{};
bool dirty = false; bool dirty = false;
private: private:
alignas(16) std::array<float, 16> m_projection_matrix; alignas(16) std::array<float, 16> m_projection_matrix;