OGL: Add support for glDepthRangedNV to handle oversized depth ranges.

This commit is contained in:
Jules Blok
2016-08-06 13:30:32 +02:00
parent 28e6e259ed
commit 94522d4cf3
15 changed files with 119 additions and 44 deletions

View File

@ -474,6 +474,8 @@ Renderer::Renderer()
// Clip distance support is useless without a method to clamp the depth range
g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp");
g_Config.backend_info.bSupportsOversizedDepthRanges =
GLExtensions::Supports("GL_NV_depth_buffer_float");
g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
@ -666,7 +668,7 @@ Renderer::Renderer()
g_ogl_config.gl_renderer, g_ogl_config.gl_version),
5000);
WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s",
WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s",
g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
@ -679,7 +681,8 @@ Renderer::Renderer()
g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ",
g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ",
g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ",
g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ");
g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ",
g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges ? "" : "DepthRangedNV ");
s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples;
@ -1108,10 +1111,6 @@ void Renderer::SetViewport()
(float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777215.0f, 16777215.0f);
float min_depth =
MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
if (Width < 0)
{
X += Width;
@ -1123,24 +1122,6 @@ void Renderer::SetViewport()
Height *= -1;
}
// If an oversized depth range is used, we need to calculate the depth range in the vertex shader.
if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
(fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f))
{
// 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.
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = GX_MAX_DEPTH;
max_depth = 0.0f;
}
else
{
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
}
// Update the view port
if (g_ogl_config.bSupportViewportFloat)
{
@ -1153,7 +1134,40 @@ void Renderer::SetViewport()
}
// Set the reversed depth range.
glDepthRangef(max_depth, min_depth);
if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
{
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float max_depth = xfmem.viewport.farZ / 16777216.0f;
glDepthRangedNV(max_depth, min_depth);
}
else
{
float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777216.0f, 16777216.0f);
float min_depth =
MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
// If an oversized depth range is used, we need to calculate the depth range in the
// vertex shader.
if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
(fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f))
{
// 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.
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = GX_MAX_DEPTH;
max_depth = 0.0f;
}
else
{
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
}
glDepthRangef(max_depth, min_depth);
}
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,