mirror of
https://github.com/dolphin-emu/dolphin.git
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Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
This commit is contained in:
commit
e99cd57eb3
@ -109,6 +109,7 @@
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<ClInclude Include="GL\GLExtensions\gl_common.h" />
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<ClInclude Include="GL\GLExtensions\HP_occlusion_test.h" />
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<ClInclude Include="GL\GLExtensions\KHR_debug.h" />
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<ClInclude Include="GL\GLExtensions\NV_depth_buffer_float.h" />
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<ClInclude Include="GL\GLExtensions\NV_occlusion_query_samples.h" />
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<ClInclude Include="GL\GLExtensions\NV_primitive_restart.h" />
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<ClInclude Include="GL\GLInterfaceBase.h" />
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|
@ -226,6 +226,9 @@
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<ClInclude Include="GL\GLExtensions\NV_primitive_restart.h">
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<Filter>GL\GLExtensions</Filter>
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</ClInclude>
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<ClInclude Include="GL\GLExtensions\NV_depth_buffer_float.h">
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<Filter>GL\GLExtensions</Filter>
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</ClInclude>
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<ClInclude Include="GL\GLInterface\WGL.h">
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<Filter>GL\GLInterface</Filter>
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</ClInclude>
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|
@ -984,6 +984,11 @@ PFNDOLCOPYIMAGESUBDATAPROC dolCopyImageSubData;
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// ARB_shader_storage_buffer_object
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PFNDOLSHADERSTORAGEBLOCKBINDINGPROC dolShaderStorageBlockBinding;
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// NV_depth_buffer_float
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PFNDOLDEPTHRANGEDNVPROC dolDepthRangedNV;
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PFNDOLCLEARDEPTHDNVPROC dolClearDepthdNV;
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PFNDOLDEPTHBOUNDSDNVPROC dolDepthBoundsdNV;
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// Creates a GLFunc object that requires a feature
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#define GLFUNC_REQUIRES(x, y) \
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{ \
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@ -1838,6 +1843,11 @@ const GLFunc gl_function_array[] = {
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// ARB_shader_storage_buffer_object
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GLFUNC_REQUIRES(glShaderStorageBlockBinding, "ARB_shader_storage_buffer_object !VERSION_4_3"),
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// NV_depth_buffer_float
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GLFUNC_REQUIRES(glDepthRangedNV, "GL_NV_depth_buffer_float"),
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GLFUNC_REQUIRES(glClearDepthdNV, "GL_NV_depth_buffer_float"),
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GLFUNC_REQUIRES(glDepthBoundsdNV, "GL_NV_depth_buffer_float"),
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};
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namespace GLExtensions
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@ -2060,26 +2070,21 @@ static void InitExtensionList()
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// Quite a lot of these had their names changed when merged in to core
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// Disable the ones that have
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std::string gl300exts[] = {
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"GL_ARB_map_buffer_range",
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"GL_ARB_map_buffer_range", "GL_ARB_color_buffer_float", "GL_ARB_texture_float",
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"GL_ARB_half_float_pixel", "GL_ARB_framebuffer_object", "GL_ARB_texture_float",
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"GL_ARB_vertex_array_object", "GL_NV_depth_buffer_float",
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//"GL_EXT_texture_integer",
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//"GL_EXT_gpu_shader4",
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//"GL_APPLE_flush_buffer_range",
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"GL_ARB_color_buffer_float",
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//"GL_NV_depth_buffer_float",
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"GL_ARB_texture_float",
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//"GL_EXT_packed_float",
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//"GL_EXT_texture_shared_exponent",
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"GL_ARB_half_float_pixel",
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//"GL_NV_half_float",
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"GL_ARB_framebuffer_object",
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//"GL_EXT_framebuffer_sRGB",
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"GL_ARB_texture_float",
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//"GL_EXT_texture_integer",
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//"GL_EXT_draw_buffers2",
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//"GL_EXT_texture_integer",
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//"GL_EXT_texture_array",
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//"GL_EXT_texture_compression_rgtc",
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//"GL_EXT_transform_feedback",
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"GL_ARB_vertex_array_object",
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//"GL_NV_conditional_render",
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"VERSION_3_0",
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};
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|
@ -31,6 +31,7 @@
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#include "Common/GL/GLExtensions/EXT_texture_filter_anisotropic.h"
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#include "Common/GL/GLExtensions/HP_occlusion_test.h"
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#include "Common/GL/GLExtensions/KHR_debug.h"
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#include "Common/GL/GLExtensions/NV_depth_buffer_float.h"
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#include "Common/GL/GLExtensions/NV_occlusion_query_samples.h"
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#include "Common/GL/GLExtensions/NV_primitive_restart.h"
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#include "Common/GL/GLExtensions/gl_1_1.h"
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|
41
Source/Core/Common/GL/GLExtensions/NV_depth_buffer_float.h
Normal file
41
Source/Core/Common/GL/GLExtensions/NV_depth_buffer_float.h
Normal file
@ -0,0 +1,41 @@
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/*
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** Copyright (c) 2013-2015 The Khronos Group Inc.
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**
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** Permission is hereby granted, free of charge, to any person obtaining a
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** 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.
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||||
**
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** 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.
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*/
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#include "Common/GL/GLExtensions/gl_common.h"
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#define GL_DEPTH_COMPONENT32F_NV 0x8DAB
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#define GL_DEPTH32F_STENCIL8_NV 0x8DAC
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#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD
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#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF
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typedef void(APIENTRYP PFNDOLDEPTHRANGEDNVPROC)(GLdouble zNear, GLdouble zFar);
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typedef void(APIENTRYP PFNDOLCLEARDEPTHDNVPROC)(GLdouble depth);
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typedef void(APIENTRYP PFNDOLDEPTHBOUNDSDNVPROC)(GLdouble zmin, GLdouble zmax);
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extern PFNDOLDEPTHRANGEDNVPROC dolDepthRangedNV;
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extern PFNDOLCLEARDEPTHDNVPROC dolClearDepthdNV;
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extern PFNDOLDEPTHBOUNDSDNVPROC dolDepthBoundsdNV;
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#define glDepthRangedNV dolDepthRangedNV
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#define glClearDepthdNV dolClearDepthdNV
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#define glDepthBoundsdNV dolDepthBoundsdNV
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@ -234,6 +234,8 @@ void DolphinAnalytics::MakePerGameBuilder()
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builder.AddData("gpu-has-dual-source-blend", g_Config.backend_info.bSupportsDualSourceBlend);
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builder.AddData("gpu-has-primitive-restart", g_Config.backend_info.bSupportsPrimitiveRestart);
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builder.AddData("gpu-has-oversized-viewports", g_Config.backend_info.bSupportsOversizedViewports);
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builder.AddData("gpu-has-oversized-depth-ranges",
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g_Config.backend_info.bSupportsOversizedDepthRanges);
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builder.AddData("gpu-has-geometry-shaders", g_Config.backend_info.bSupportsGeometryShaders);
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builder.AddData("gpu-has-3d-vision", g_Config.backend_info.bSupports3DVision);
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builder.AddData("gpu-has-early-z", g_Config.backend_info.bSupportsEarlyZ);
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@ -546,10 +546,8 @@ void Renderer::SetViewport()
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float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
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float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f);
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float min_depth =
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MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
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float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (Wd < 0.0f)
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{
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X += Wd;
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@ -561,10 +559,11 @@ void Renderer::SetViewport()
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Ht = -Ht;
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}
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// If an inverted depth range is used, which D3D doesn't support,
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// we need to calculate the depth range in the vertex shader.
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if (xfmem.viewport.zRange < 0.0f)
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// If an inverted or oversized depth range is used, we need to calculate the depth range in the
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// vertex shader.
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if (UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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@ -66,6 +66,7 @@ void VideoBackend::InitBackendInfo()
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsOversizedViewports = false;
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g_Config.backend_info.bSupportsOversizedDepthRanges = false;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsPostProcessing = false;
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@ -454,10 +454,8 @@ void Renderer::SetViewport()
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float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
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float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f);
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float min_depth =
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MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
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float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
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if (width < 0.0f)
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{
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x += width;
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@ -469,10 +467,11 @@ void Renderer::SetViewport()
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height = -height;
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}
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// If an inverted depth range is used, which D3D doesn't support,
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// we need to calculate the depth range in the vertex shader.
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if (xfmem.viewport.zRange < 0.0f)
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// If an inverted or oversized depth range is used, we need to calculate the depth range in the
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// vertex shader.
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if (UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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max_depth = GX_MAX_DEPTH;
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}
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@ -69,6 +69,7 @@ void VideoBackend::InitBackendInfo()
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsOversizedViewports = false;
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g_Config.backend_info.bSupportsOversizedDepthRanges = false;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupports3DVision = true;
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g_Config.backend_info.bSupportsPostProcessing = false;
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@ -29,6 +29,7 @@ void VideoBackend::InitBackendInfo()
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g_Config.backend_info.bSupportsDualSourceBlend = true;
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g_Config.backend_info.bSupportsPrimitiveRestart = true;
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g_Config.backend_info.bSupportsOversizedViewports = true;
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g_Config.backend_info.bSupportsOversizedDepthRanges = false;
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g_Config.backend_info.bSupportsGeometryShaders = true;
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g_Config.backend_info.bSupports3DVision = false;
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g_Config.backend_info.bSupportsEarlyZ = true;
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@ -437,6 +437,8 @@ Renderer::Renderer()
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// Clip distance support is useless without a method to clamp the depth range
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g_Config.backend_info.bSupportsDepthClamp = GLExtensions::Supports("GL_ARB_depth_clamp");
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g_Config.backend_info.bSupportsOversizedDepthRanges =
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GLExtensions::Supports("GL_NV_depth_buffer_float");
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g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
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g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
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@ -625,7 +627,7 @@ Renderer::Renderer()
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g_ogl_config.gl_renderer, g_ogl_config.gl_version),
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5000);
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WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s",
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WARN_LOG(VIDEO, "Missing OGL Extensions: %s%s%s%s%s%s%s%s%s%s%s%s%s%s%s",
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g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
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g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
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g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
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@ -638,7 +640,8 @@ Renderer::Renderer()
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g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ",
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g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ",
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g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ",
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g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ");
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g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ",
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g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges ? "" : "DepthRangedNV ");
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s_last_multisamples = g_ActiveConfig.iMultisamples;
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s_MSAASamples = s_last_multisamples;
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@ -1052,10 +1055,8 @@ void Renderer::SetViewport()
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(float)scissorYOff);
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float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
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float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
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float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777215.0f, 16777215.0f);
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float min_depth =
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MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
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float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
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float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
|
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float max_depth = xfmem.viewport.farZ / 16777216.0f;
|
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if (Width < 0)
|
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{
|
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X += Width;
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@ -1078,10 +1079,35 @@ void Renderer::SetViewport()
|
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
|
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}
|
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|
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// Set the reversed depth range. If we do depth clipping and depth range in the
|
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// vertex shader we only need to ensure depth values don't exceed the maximum
|
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// value supported by the console GPU. If not, we simply clamp the near/far values
|
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// themselves to the maximum value as done above.
|
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if (!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges &&
|
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!g_ActiveConfig.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
|
||||
// range to the maximum value supported by the console GPU and hope for the best.
|
||||
min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
|
||||
max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
|
||||
}
|
||||
|
||||
if (UseVertexDepthRange())
|
||||
{
|
||||
// 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;
|
||||
}
|
||||
}
|
||||
|
||||
// Set the reversed depth range.
|
||||
if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
|
||||
glDepthRangedNV(max_depth, min_depth);
|
||||
else
|
||||
glDepthRangef(max_depth, min_depth);
|
||||
}
|
||||
|
||||
|
@ -109,6 +109,7 @@ void VideoBackend::InitBackendInfo()
|
||||
g_Config.backend_info.bSupportsInternalResolutionFrameDumps = true;
|
||||
|
||||
// Overwritten in Render.cpp later
|
||||
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
|
||||
g_Config.backend_info.bSupportsDualSourceBlend = true;
|
||||
g_Config.backend_info.bSupportsPrimitiveRestart = true;
|
||||
g_Config.backend_info.bSupportsPaletteConversion = true;
|
||||
|
@ -129,6 +129,7 @@ void VideoSoftware::InitBackendInfo()
|
||||
g_Config.backend_info.bSupportsDualSourceBlend = true;
|
||||
g_Config.backend_info.bSupportsEarlyZ = true;
|
||||
g_Config.backend_info.bSupportsOversizedViewports = true;
|
||||
g_Config.backend_info.bSupportsOversizedDepthRanges = true;
|
||||
g_Config.backend_info.bSupportsPrimitiveRestart = false;
|
||||
g_Config.backend_info.bSupportsMultithreading = false;
|
||||
g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false;
|
||||
|
@ -1628,10 +1628,8 @@ void Renderer::SetViewport()
|
||||
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
|
||||
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
|
||||
float height = Renderer::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;
|
||||
float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
|
||||
float max_depth = xfmem.viewport.farZ / 16777216.0f;
|
||||
if (width < 0.0f)
|
||||
{
|
||||
x += width;
|
||||
@ -1643,11 +1641,12 @@ void Renderer::SetViewport()
|
||||
height = -height;
|
||||
}
|
||||
|
||||
// If an inverted depth range is used, which the Vulkan drivers don't
|
||||
// support, we need to calculate the depth range in the vertex shader.
|
||||
// TODO: Make this into a DriverDetails bug and write a test for CTS.
|
||||
if (xfmem.viewport.zRange < 0.0f)
|
||||
// If an oversized or inverted depth range is used, we need to calculate the depth range in the
|
||||
// vertex shader.
|
||||
// TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
|
||||
if (UseVertexDepthRange())
|
||||
{
|
||||
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
|
||||
min_depth = 0.0f;
|
||||
max_depth = GX_MAX_DEPTH;
|
||||
}
|
||||
|
@ -228,6 +228,7 @@ void VulkanContext::PopulateBackendInfo(VideoConfig* config)
|
||||
config->backend_info.bSupportsExclusiveFullscreen = false; // Currently WSI does not allow this.
|
||||
config->backend_info.bSupports3DVision = false; // D3D-exclusive.
|
||||
config->backend_info.bSupportsOversizedViewports = true; // Assumed support.
|
||||
config->backend_info.bSupportsOversizedDepthRanges = false; // No support yet.
|
||||
config->backend_info.bSupportsEarlyZ = true; // Assumed support.
|
||||
config->backend_info.bSupportsPrimitiveRestart = true; // Assumed support.
|
||||
config->backend_info.bSupportsBindingLayout = false; // Assumed support.
|
||||
|
@ -332,6 +332,8 @@ static void BPWritten(const BPCmd& bp)
|
||||
{
|
||||
if (bp.changes & 3)
|
||||
PixelShaderManager::SetZTextureTypeChanged();
|
||||
if (bp.changes & 12)
|
||||
VertexShaderManager::SetViewportChanged();
|
||||
#if defined(_DEBUG) || defined(DEBUGFAST)
|
||||
const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
|
||||
const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
|
||||
|
@ -926,3 +926,32 @@ void Renderer::DumpFrameToImage(const FrameDumpConfig& config)
|
||||
TextureToPng(config.data, config.stride, filename, config.width, config.height, false);
|
||||
m_frame_dump_image_counter++;
|
||||
}
|
||||
|
||||
bool Renderer::UseVertexDepthRange() const
|
||||
{
|
||||
// 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;
|
||||
|
||||
const bool ztexture_enabled = bpmem.ztex2.type != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest;
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
|
||||
{
|
||||
// We support oversized depth ranges, but we need a full depth range if a ztexture is used.
|
||||
return ztexture_enabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
// We need a full depth range if a ztexture is used.
|
||||
if (ztexture_enabled)
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
@ -140,6 +140,8 @@ public:
|
||||
// Final surface changing
|
||||
// This is called when the surface is resized (WX) or the window changes (Android).
|
||||
virtual void ChangeSurface(void* new_surface_handle) {}
|
||||
bool UseVertexDepthRange() const;
|
||||
|
||||
protected:
|
||||
void CalculateTargetScale(int x, int y, int* scaledX, int* scaledY);
|
||||
bool CalculateTargetSize();
|
||||
|
@ -391,41 +391,29 @@ void VertexShaderManager::SetConstants()
|
||||
constants.pixelcentercorrection[2] = 1.0f;
|
||||
constants.pixelcentercorrection[3] = 0.0f;
|
||||
|
||||
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
|
||||
if (g_renderer->UseVertexDepthRange())
|
||||
{
|
||||
// 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
|
||||
// because the standard depth range equation pushes all depth values towards
|
||||
// the back of the depth buffer where conventionally depth buffers have the
|
||||
// least precision.
|
||||
// the far value to use the reversed-Z trick.
|
||||
if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
|
||||
{
|
||||
if (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f)
|
||||
{
|
||||
// For backends that support reversing the depth range we also support cases
|
||||
// where the console also uses reversed depth with the same accuracy. We need
|
||||
// to make sure the depth range is positive here and then reverse the depth in
|
||||
// the backend viewport.
|
||||
// Sometimes the console also tries to use the reversed-Z trick. We can only do
|
||||
// that with the expected accuracy if the backend can reverse the depth range.
|
||||
constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
|
||||
if (xfmem.viewport.zRange < 0.0f)
|
||||
constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
|
||||
else
|
||||
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (xfmem.viewport.zRange < 0.0f || xfmem.viewport.zRange > 16777215.0f ||
|
||||
fabs(xfmem.viewport.farZ) > 16777215.0f)
|
||||
{
|
||||
// For backends that don't support reversing the depth range we can still render
|
||||
// cases where the console uses reversed depth correctly. But we simply can't
|
||||
// provide the same accuracy as the console.
|
||||
// cases where the console uses the reversed-Z trick. But we simply can't provide
|
||||
// the expected accuracy, which might result in z-fighting.
|
||||
constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
|
||||
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
dirty = true;
|
||||
// This is so implementation-dependent that we can't have it here.
|
||||
|
@ -179,6 +179,7 @@ struct VideoConfig final
|
||||
bool bSupportsDualSourceBlend;
|
||||
bool bSupportsPrimitiveRestart;
|
||||
bool bSupportsOversizedViewports;
|
||||
bool bSupportsOversizedDepthRanges;
|
||||
bool bSupportsGeometryShaders;
|
||||
bool bSupports3DVision;
|
||||
bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon
|
||||
|
Loading…
Reference in New Issue
Block a user