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:
Markus Wick
2017-03-10 18:05:52 +01:00
committed by GitHub
21 changed files with 181 additions and 77 deletions

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@ -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", "?"};

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@ -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;
}
}

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@ -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();

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@ -391,39 +391,27 @@ 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.
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;
}
// 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.
constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
}
// For backends that don't support reversing the depth range we can still render
// 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;
}
}

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@ -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