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OGL: Add unrestricted depth range support.
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32521d1536
commit
73eec396e1
@ -349,6 +349,8 @@ bool PopulateConfig(GLContext* m_main_gl_context)
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GLExtensions::Supports("GL_ARB_derivative_control") || GLExtensions::Version() >= 450;
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g_Config.backend_info.bSupportsTextureQueryLevels =
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GLExtensions::Supports("GL_ARB_texture_query_levels") || GLExtensions::Version() >= 430;
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g_Config.backend_info.bSupportsUnrestrictedDepthRange =
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GLExtensions::Supports("GL_NV_depth_buffer_float");
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if (GLExtensions::Supports("GL_ARB_shader_storage_buffer_object"))
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{
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@ -118,6 +118,16 @@ static void APIENTRY ClearDepthf(GLfloat depthval)
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glClearDepth(depthval);
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}
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// Two small overrides to support unrestricted depth range
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static void APIENTRY DepthRangefNV(GLfloat neardepth, GLfloat fardepth)
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{
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glDepthRangedNV(neardepth, fardepth);
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}
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static void APIENTRY ClearDepthfNV(GLfloat depthval)
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{
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glClearDepthdNV(depthval);
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}
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OGLGfx::OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scale)
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: m_main_gl_context(std::move(main_gl_context)),
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m_current_rasterization_state(RenderState::GetInvalidRasterizationState()),
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@ -137,11 +147,16 @@ OGLGfx::OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scal
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if (!m_main_gl_context->IsGLES())
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{
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// OpenGL 3 doesn't provide GLES like float functions for depth.
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// They are in core in OpenGL 4.1, so almost every driver should support them.
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// But for the oldest ones, we provide fallbacks to the old double functions.
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if (!GLExtensions::Supports("GL_ARB_ES2_compatibility"))
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if (g_ActiveConfig.backend_info.bSupportsUnrestrictedDepthRange)
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{
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glDepthRangef = DepthRangefNV;
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glClearDepthf = ClearDepthfNV;
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}
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else if (!GLExtensions::Supports("GL_ARB_ES2_compatibility"))
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{
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// OpenGL 3 doesn't provide GLES like float functions for depth.
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// They are in core in OpenGL 4.1, so almost every driver should support them.
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// But for the oldest ones, we provide fallbacks to the old double functions.
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glDepthRangef = DepthRangef;
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glClearDepthf = ClearDepthf;
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}
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@ -387,7 +402,10 @@ void OGLGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEn
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if (zEnable)
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{
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glDepthMask(zEnable ? GL_TRUE : GL_FALSE);
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glClearDepthf(float(z & 0xFFFFFF) / 16777216.0f);
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if (g_ActiveConfig.backend_info.bSupportsUnrestrictedDepthRange)
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glClearDepthf(float(z & 0xFFFFFF));
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else
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glClearDepthf(float(z & 0xFFFFFF) / 16777216.0f);
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clear_mask |= GL_DEPTH_BUFFER_BIT;
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}
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@ -44,9 +44,15 @@ GLenum OGLTexture::GetGLInternalFormatForTextureFormat(AbstractTextureFormat for
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case AbstractTextureFormat::D24_S8:
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return GL_DEPTH24_STENCIL8;
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case AbstractTextureFormat::D32F:
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return GL_DEPTH_COMPONENT32F;
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if (g_ActiveConfig.backend_info.bSupportsUnrestrictedDepthRange)
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return GL_DEPTH_COMPONENT32F_NV;
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else
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return GL_DEPTH_COMPONENT32F;
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case AbstractTextureFormat::D32F_S8:
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return GL_DEPTH32F_STENCIL8;
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if (g_ActiveConfig.backend_info.bSupportsUnrestrictedDepthRange)
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return GL_DEPTH32F_STENCIL8_NV;
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else
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return GL_DEPTH32F_STENCIL8;
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default:
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PanicAlertFmt("Unhandled texture format.");
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return storage ? GL_RGBA8 : GL_RGBA;
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