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Merge pull request #4935 from Armada651/depth-range-fix
VideoBackends: Set the maximum range when the depth range is oversized.
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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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@ -1078,11 +1079,36 @@ void Renderer::SetViewport()
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glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
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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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glDepthRangef(max_depth, min_depth);
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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
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// range to the maximum value supported by the console GPU and hope for the best.
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min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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}
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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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// Taking into account whether the depth range is inverted or not.
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if (xfmem.viewport.zRange < 0.0f)
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{
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min_depth = GX_MAX_DEPTH;
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max_depth = 0.0f;
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}
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else
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{
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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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}
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// Set the reversed depth range.
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if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
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glDepthRangedNV(max_depth, min_depth);
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else
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glDepthRangef(max_depth, min_depth);
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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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