OGL: Remove support for NV_depth_buffer_float.
We can't clamp the depth values to the 24-bit range while this extension is active.
This commit is contained in:
parent
f0c2bae778
commit
0a2b58c896
|
@ -234,8 +234,6 @@ void DolphinAnalytics::MakePerGameBuilder()
|
|||
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-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-3d-vision", g_Config.backend_info.bSupports3DVision);
|
||||
builder.AddData("gpu-has-early-z", g_Config.backend_info.bSupportsEarlyZ);
|
||||
|
|
|
@ -66,7 +66,6 @@ void VideoBackend::InitBackendInfo()
|
|||
g_Config.backend_info.bSupportsDualSourceBlend = true;
|
||||
g_Config.backend_info.bSupportsPrimitiveRestart = true;
|
||||
g_Config.backend_info.bSupportsOversizedViewports = false;
|
||||
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
|
||||
g_Config.backend_info.bSupportsGeometryShaders = true;
|
||||
g_Config.backend_info.bSupports3DVision = true;
|
||||
g_Config.backend_info.bSupportsPostProcessing = false;
|
||||
|
|
|
@ -69,7 +69,6 @@ void VideoBackend::InitBackendInfo()
|
|||
g_Config.backend_info.bSupportsDualSourceBlend = true;
|
||||
g_Config.backend_info.bSupportsPrimitiveRestart = true;
|
||||
g_Config.backend_info.bSupportsOversizedViewports = false;
|
||||
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
|
||||
g_Config.backend_info.bSupportsGeometryShaders = true;
|
||||
g_Config.backend_info.bSupports3DVision = true;
|
||||
g_Config.backend_info.bSupportsPostProcessing = false;
|
||||
|
|
|
@ -29,7 +29,6 @@ void VideoBackend::InitBackendInfo()
|
|||
g_Config.backend_info.bSupportsDualSourceBlend = true;
|
||||
g_Config.backend_info.bSupportsPrimitiveRestart = true;
|
||||
g_Config.backend_info.bSupportsOversizedViewports = true;
|
||||
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
|
||||
g_Config.backend_info.bSupportsGeometryShaders = true;
|
||||
g_Config.backend_info.bSupports3DVision = false;
|
||||
g_Config.backend_info.bSupportsEarlyZ = true;
|
||||
|
|
|
@ -437,8 +437,6 @@ 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");
|
||||
|
@ -627,7 +625,7 @@ 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%s",
|
||||
WARN_LOG(VIDEO, "Missing OGL Extensions: %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 ",
|
||||
|
@ -640,8 +638,7 @@ 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.bSupportsOversizedDepthRanges ? "" : "DepthRangedNV ");
|
||||
g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ");
|
||||
|
||||
s_last_multisamples = g_ActiveConfig.iMultisamples;
|
||||
s_MSAASamples = s_last_multisamples;
|
||||
|
@ -1079,8 +1076,7 @@ void Renderer::SetViewport()
|
|||
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
|
||||
}
|
||||
|
||||
if (!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges &&
|
||||
!g_ActiveConfig.backend_info.bSupportsDepthClamp)
|
||||
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
|
||||
{
|
||||
// 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.
|
||||
|
@ -1105,10 +1101,7 @@ void Renderer::SetViewport()
|
|||
}
|
||||
|
||||
// Set the reversed depth range.
|
||||
if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
|
||||
glDepthRangedNV(max_depth, min_depth);
|
||||
else
|
||||
glDepthRangef(max_depth, min_depth);
|
||||
glDepthRangef(max_depth, min_depth);
|
||||
}
|
||||
|
||||
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
|
||||
|
|
|
@ -109,7 +109,6 @@ 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;
|
||||
|
|
|
@ -129,7 +129,6 @@ 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;
|
||||
|
|
|
@ -225,16 +225,15 @@ VulkanContext::GPUList VulkanContext::EnumerateGPUs(VkInstance instance)
|
|||
void VulkanContext::PopulateBackendInfo(VideoConfig* config)
|
||||
{
|
||||
config->backend_info.api_type = APIType::Vulkan;
|
||||
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.
|
||||
config->backend_info.bSupportsPaletteConversion = true; // Assumed support.
|
||||
config->backend_info.bSupportsClipControl = true; // Assumed support.
|
||||
config->backend_info.bSupportsMultithreading = true; // Assumed support.
|
||||
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.bSupportsEarlyZ = true; // Assumed support.
|
||||
config->backend_info.bSupportsPrimitiveRestart = true; // Assumed support.
|
||||
config->backend_info.bSupportsBindingLayout = false; // Assumed support.
|
||||
config->backend_info.bSupportsPaletteConversion = 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.bSupportsPostProcessing = false; // No support yet.
|
||||
config->backend_info.bSupportsDualSourceBlend = false; // Dependent on features.
|
||||
|
|
|
@ -933,25 +933,15 @@ bool Renderer::UseVertexDepthRange() const
|
|||
if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
|
||||
return false;
|
||||
|
||||
const bool ztexture_enabled = bpmem.ztex2.type != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest;
|
||||
// We need a full depth range if a ztexture is used.
|
||||
if (bpmem.ztex2.type != ZTEXTURE_DISABLE && !bpmem.zcontrol.early_ztest)
|
||||
return true;
|
||||
|
||||
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 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;
|
||||
}
|
||||
// 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;
|
||||
}
|
||||
|
|
|
@ -179,7 +179,6 @@ 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