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

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@ -105,6 +105,7 @@
<ClInclude Include="GL\GLExtensions\gl_common.h" /> <ClInclude Include="GL\GLExtensions\gl_common.h" />
<ClInclude Include="GL\GLExtensions\HP_occlusion_test.h" /> <ClInclude Include="GL\GLExtensions\HP_occlusion_test.h" />
<ClInclude Include="GL\GLExtensions\KHR_debug.h" /> <ClInclude Include="GL\GLExtensions\KHR_debug.h" />
<ClInclude Include="GL\GLExtensions\NV_depth_buffer_float.h" />
<ClInclude Include="GL\GLExtensions\NV_occlusion_query_samples.h" /> <ClInclude Include="GL\GLExtensions\NV_occlusion_query_samples.h" />
<ClInclude Include="GL\GLExtensions\NV_primitive_restart.h" /> <ClInclude Include="GL\GLExtensions\NV_primitive_restart.h" />
<ClInclude Include="GL\GLInterfaceBase.h" /> <ClInclude Include="GL\GLInterfaceBase.h" />

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@ -218,6 +218,9 @@
<ClInclude Include="GL\GLExtensions\NV_primitive_restart.h"> <ClInclude Include="GL\GLExtensions\NV_primitive_restart.h">
<Filter>GL\GLExtensions</Filter> <Filter>GL\GLExtensions</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="GL\GLExtensions\NV_depth_buffer_float.h">
<Filter>GL\GLExtensions</Filter>
</ClInclude>
<ClInclude Include="GL\GLInterface\WGL.h"> <ClInclude Include="GL\GLInterface\WGL.h">
<Filter>GL\GLInterface</Filter> <Filter>GL\GLInterface</Filter>
</ClInclude> </ClInclude>

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@ -984,6 +984,11 @@ PFNDOLCOPYIMAGESUBDATAPROC dolCopyImageSubData;
// ARB_shader_storage_buffer_object // ARB_shader_storage_buffer_object
PFNDOLSHADERSTORAGEBLOCKBINDINGPROC dolShaderStorageBlockBinding; PFNDOLSHADERSTORAGEBLOCKBINDINGPROC dolShaderStorageBlockBinding;
// NV_depth_buffer_float
PFNDOLDEPTHRANGEDNVPROC dolDepthRangedNV;
PFNDOLCLEARDEPTHDNVPROC dolClearDepthdNV;
PFNDOLDEPTHBOUNDSDNVPROC dolDepthBoundsdNV;
// Creates a GLFunc object that requires a feature // Creates a GLFunc object that requires a feature
#define GLFUNC_REQUIRES(x, y) \ #define GLFUNC_REQUIRES(x, y) \
{ \ { \
@ -1838,6 +1843,11 @@ const GLFunc gl_function_array[] = {
// ARB_shader_storage_buffer_object // ARB_shader_storage_buffer_object
GLFUNC_REQUIRES(glShaderStorageBlockBinding, "ARB_shader_storage_buffer_object !VERSION_4_3"), GLFUNC_REQUIRES(glShaderStorageBlockBinding, "ARB_shader_storage_buffer_object !VERSION_4_3"),
// NV_depth_buffer_float
GLFUNC_REQUIRES(glDepthRangedNV, "GL_NV_depth_buffer_float"),
GLFUNC_REQUIRES(glClearDepthdNV, "GL_NV_depth_buffer_float"),
GLFUNC_REQUIRES(glDepthBoundsdNV, "GL_NV_depth_buffer_float"),
}; };
namespace GLExtensions namespace GLExtensions
@ -2060,26 +2070,21 @@ static void InitExtensionList()
// Quite a lot of these had their names changed when merged in to core // Quite a lot of these had their names changed when merged in to core
// Disable the ones that have // Disable the ones that have
std::string gl300exts[] = { std::string gl300exts[] = {
"GL_ARB_map_buffer_range", "GL_ARB_map_buffer_range", "GL_ARB_color_buffer_float", "GL_ARB_texture_float",
"GL_ARB_half_float_pixel", "GL_ARB_framebuffer_object", "GL_ARB_texture_float",
"GL_ARB_vertex_array_object", "GL_NV_depth_buffer_float",
//"GL_EXT_texture_integer",
//"GL_EXT_gpu_shader4", //"GL_EXT_gpu_shader4",
//"GL_APPLE_flush_buffer_range", //"GL_APPLE_flush_buffer_range",
"GL_ARB_color_buffer_float",
//"GL_NV_depth_buffer_float",
"GL_ARB_texture_float",
//"GL_EXT_packed_float", //"GL_EXT_packed_float",
//"GL_EXT_texture_shared_exponent", //"GL_EXT_texture_shared_exponent",
"GL_ARB_half_float_pixel",
//"GL_NV_half_float", //"GL_NV_half_float",
"GL_ARB_framebuffer_object",
//"GL_EXT_framebuffer_sRGB", //"GL_EXT_framebuffer_sRGB",
"GL_ARB_texture_float",
//"GL_EXT_texture_integer",
//"GL_EXT_draw_buffers2", //"GL_EXT_draw_buffers2",
//"GL_EXT_texture_integer", //"GL_EXT_texture_integer",
//"GL_EXT_texture_array", //"GL_EXT_texture_array",
//"GL_EXT_texture_compression_rgtc", //"GL_EXT_texture_compression_rgtc",
//"GL_EXT_transform_feedback", //"GL_EXT_transform_feedback",
"GL_ARB_vertex_array_object",
//"GL_NV_conditional_render", //"GL_NV_conditional_render",
"VERSION_3_0", "VERSION_3_0",
}; };

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@ -31,6 +31,7 @@
#include "Common/GL/GLExtensions/EXT_texture_filter_anisotropic.h" #include "Common/GL/GLExtensions/EXT_texture_filter_anisotropic.h"
#include "Common/GL/GLExtensions/HP_occlusion_test.h" #include "Common/GL/GLExtensions/HP_occlusion_test.h"
#include "Common/GL/GLExtensions/KHR_debug.h" #include "Common/GL/GLExtensions/KHR_debug.h"
#include "Common/GL/GLExtensions/NV_depth_buffer_float.h"
#include "Common/GL/GLExtensions/NV_occlusion_query_samples.h" #include "Common/GL/GLExtensions/NV_occlusion_query_samples.h"
#include "Common/GL/GLExtensions/NV_primitive_restart.h" #include "Common/GL/GLExtensions/NV_primitive_restart.h"
#include "Common/GL/GLExtensions/gl_1_1.h" #include "Common/GL/GLExtensions/gl_1_1.h"

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@ -0,0 +1,41 @@
/*
** Copyright (c) 2013-2015 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
#include "Common/GL/GLExtensions/gl_common.h"
#define GL_DEPTH_COMPONENT32F_NV 0x8DAB
#define GL_DEPTH32F_STENCIL8_NV 0x8DAC
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD
#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF
typedef void(APIENTRYP PFNDOLDEPTHRANGEDNVPROC)(GLdouble zNear, GLdouble zFar);
typedef void(APIENTRYP PFNDOLCLEARDEPTHDNVPROC)(GLdouble depth);
typedef void(APIENTRYP PFNDOLDEPTHBOUNDSDNVPROC)(GLdouble zmin, GLdouble zmax);
extern PFNDOLDEPTHRANGEDNVPROC dolDepthRangedNV;
extern PFNDOLCLEARDEPTHDNVPROC dolClearDepthdNV;
extern PFNDOLDEPTHBOUNDSDNVPROC dolDepthBoundsdNV;
#define glDepthRangedNV dolDepthRangedNV
#define glClearDepthdNV dolClearDepthdNV
#define glDepthBoundsdNV dolDepthBoundsdNV

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@ -234,6 +234,8 @@ void DolphinAnalytics::MakePerGameBuilder()
builder.AddData("gpu-has-dual-source-blend", g_Config.backend_info.bSupportsDualSourceBlend); builder.AddData("gpu-has-dual-source-blend", g_Config.backend_info.bSupportsDualSourceBlend);
builder.AddData("gpu-has-primitive-restart", g_Config.backend_info.bSupportsPrimitiveRestart); builder.AddData("gpu-has-primitive-restart", g_Config.backend_info.bSupportsPrimitiveRestart);
builder.AddData("gpu-has-oversized-viewports", g_Config.backend_info.bSupportsOversizedViewports); builder.AddData("gpu-has-oversized-viewports", g_Config.backend_info.bSupportsOversizedViewports);
builder.AddData("gpu-has-oversized-depth-ranges",
g_Config.backend_info.bSupportsOversizedDepthRanges);
builder.AddData("gpu-has-geometry-shaders", g_Config.backend_info.bSupportsGeometryShaders); builder.AddData("gpu-has-geometry-shaders", g_Config.backend_info.bSupportsGeometryShaders);
builder.AddData("gpu-has-3d-vision", g_Config.backend_info.bSupports3DVision); builder.AddData("gpu-has-3d-vision", g_Config.backend_info.bSupports3DVision);
builder.AddData("gpu-has-early-z", g_Config.backend_info.bSupportsEarlyZ); builder.AddData("gpu-has-early-z", g_Config.backend_info.bSupportsEarlyZ);

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@ -64,6 +64,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false; g_Config.backend_info.bSupportsOversizedViewports = false;
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPostProcessing = false; g_Config.backend_info.bSupportsPostProcessing = false;

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@ -68,6 +68,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false; g_Config.backend_info.bSupportsOversizedViewports = false;
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPostProcessing = false; g_Config.backend_info.bSupportsPostProcessing = false;

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@ -28,6 +28,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = true; g_Config.backend_info.bSupportsOversizedViewports = true;
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = false; g_Config.backend_info.bSupports3DVision = false;
g_Config.backend_info.bSupportsEarlyZ = true; g_Config.backend_info.bSupportsEarlyZ = true;

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@ -474,6 +474,8 @@ Renderer::Renderer()
// Clip distance support is useless without a method to clamp the depth range // 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.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.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory"); 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), g_ogl_config.gl_renderer, g_ogl_config.gl_version),
5000); 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.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ", g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ", g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
@ -679,7 +681,8 @@ Renderer::Renderer()
g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ", g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ",
g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ", g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ",
g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ", 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_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples; s_MSAASamples = s_last_multisamples;
@ -1108,10 +1111,6 @@ void Renderer::SetViewport()
(float)scissorYOff); (float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); 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) if (Width < 0)
{ {
X += Width; X += Width;
@ -1123,24 +1122,6 @@ void Renderer::SetViewport()
Height *= -1; 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 // Update the view port
if (g_ogl_config.bSupportViewportFloat) if (g_ogl_config.bSupportViewportFloat)
{ {
@ -1153,7 +1134,40 @@ void Renderer::SetViewport()
} }
// Set the reversed depth range. // 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, void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,

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@ -107,6 +107,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsInternalResolutionFrameDumps = true; g_Config.backend_info.bSupportsInternalResolutionFrameDumps = true;
// Overwritten in Render.cpp later // Overwritten in Render.cpp later
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsPaletteConversion = true; g_Config.backend_info.bSupportsPaletteConversion = true;

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@ -128,6 +128,7 @@ void VideoSoftware::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsEarlyZ = true; g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsOversizedViewports = true; g_Config.backend_info.bSupportsOversizedViewports = true;
g_Config.backend_info.bSupportsOversizedDepthRanges = true;
g_Config.backend_info.bSupportsPrimitiveRestart = false; g_Config.backend_info.bSupportsPrimitiveRestart = false;
g_Config.backend_info.bSupportsMultithreading = false; g_Config.backend_info.bSupportsMultithreading = false;
g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false; g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false;

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@ -225,15 +225,16 @@ VulkanContext::GPUList VulkanContext::EnumerateGPUs(VkInstance instance)
void VulkanContext::PopulateBackendInfo(VideoConfig* config) void VulkanContext::PopulateBackendInfo(VideoConfig* config)
{ {
config->backend_info.api_type = APIType::Vulkan; config->backend_info.api_type = APIType::Vulkan;
config->backend_info.bSupportsExclusiveFullscreen = false; // Currently WSI does not allow this. config->backend_info.bSupportsExclusiveFullscreen = false; // Currently WSI does not allow this.
config->backend_info.bSupports3DVision = false; // D3D-exclusive. config->backend_info.bSupports3DVision = false; // D3D-exclusive.
config->backend_info.bSupportsOversizedViewports = true; // Assumed support. config->backend_info.bSupportsOversizedViewports = true; // Assumed support.
config->backend_info.bSupportsEarlyZ = true; // Assumed support. config->backend_info.bSupportsOversizedDepthRanges = false; // No support yet.
config->backend_info.bSupportsPrimitiveRestart = true; // Assumed support. config->backend_info.bSupportsEarlyZ = true; // Assumed support.
config->backend_info.bSupportsBindingLayout = false; // Assumed support. config->backend_info.bSupportsPrimitiveRestart = true; // Assumed support.
config->backend_info.bSupportsPaletteConversion = true; // Assumed support. config->backend_info.bSupportsBindingLayout = false; // Assumed support.
config->backend_info.bSupportsClipControl = true; // Assumed support. config->backend_info.bSupportsPaletteConversion = true; // Assumed support.
config->backend_info.bSupportsMultithreading = true; // Assumed support. config->backend_info.bSupportsClipControl = true; // Assumed support.
config->backend_info.bSupportsMultithreading = true; // Assumed support.
config->backend_info.bSupportsInternalResolutionFrameDumps = true; // Assumed support. config->backend_info.bSupportsInternalResolutionFrameDumps = true; // Assumed support.
config->backend_info.bSupportsPostProcessing = false; // No support yet. config->backend_info.bSupportsPostProcessing = false; // No support yet.
config->backend_info.bSupportsDualSourceBlend = false; // Dependent on features. config->backend_info.bSupportsDualSourceBlend = false; // Dependent on features.

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@ -391,7 +391,8 @@ void VertexShaderManager::SetConstants()
constants.pixelcentercorrection[2] = 1.0f; constants.pixelcentercorrection[2] = 1.0f;
constants.pixelcentercorrection[3] = 0.0f; constants.pixelcentercorrection[3] = 0.0f;
if (g_ActiveConfig.backend_info.bSupportsDepthClamp) if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
{ {
// 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 get a reversed depth range mapping. This is necessary // the far value to get a reversed depth range mapping. This is necessary

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@ -172,6 +172,7 @@ struct VideoConfig final
bool bSupportsDualSourceBlend; bool bSupportsDualSourceBlend;
bool bSupportsPrimitiveRestart; bool bSupportsPrimitiveRestart;
bool bSupportsOversizedViewports; bool bSupportsOversizedViewports;
bool bSupportsOversizedDepthRanges;
bool bSupportsGeometryShaders; bool bSupportsGeometryShaders;
bool bSupports3DVision; bool bSupports3DVision;
bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon