VideoBackends: Use vertex shader depth range if ztexture is used.
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@ -576,8 +576,7 @@ void Renderer::SetViewport()
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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 (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
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fabs(xfmem.viewport.farZ) > 16777215.0f)
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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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@ -481,8 +481,7 @@ void Renderer::SetViewport()
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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 (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
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fabs(xfmem.viewport.farZ) > 16777215.0f)
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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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@ -1135,17 +1135,16 @@ 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.
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if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
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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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glDepthRangedNV(max_depth, min_depth);
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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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else
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{
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// If an 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 (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
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(fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f))
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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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@ -1160,17 +1159,13 @@ void Renderer::SetViewport()
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max_depth = GX_MAX_DEPTH;
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}
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}
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else
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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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// 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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}
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void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
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u32 color, u32 z)
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@ -4,7 +4,6 @@
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#include "VideoBackends/Vulkan/Renderer.h"
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#include <cmath>
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#include <cstddef>
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#include <cstdio>
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#include <limits>
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@ -1657,8 +1656,7 @@ void Renderer::SetViewport()
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// If an oversized or inverted depth range is used, we need to calculate the depth range in the
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// vertex shader.
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// TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
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if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
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fabs(xfmem.viewport.farZ) > 16777215.0f)
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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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@ -332,6 +332,8 @@ static void BPWritten(const BPCmd& bp)
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{
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if (bp.changes & 3)
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PixelShaderManager::SetZTextureTypeChanged();
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if (bp.changes & 12)
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VertexShaderManager::SetViewportChanged();
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#if defined(_DEBUG) || defined(DEBUGFAST)
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const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
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const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
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@ -940,3 +940,30 @@ void Renderer::DumpFrameToImage(const FrameDumpConfig& config)
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TextureToPng(config.data, config.stride, filename, config.width, config.height, false);
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m_frame_dump_image_counter++;
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}
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bool Renderer::UseVertexDepthRange() const
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{
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// We can't compute the depth range in the vertex shader if we don't support depth clamp.
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if (!g_ActiveConfig.backend_info.bSupportsDepthClamp)
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return false;
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if (g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
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{
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// We support oversized depth ranges, but we need a full depth range if a ztexture is used.
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return bpmem.ztex2.type != ZTEXTURE_DISABLE;
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}
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else
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{
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// We need a full depth range if a ztexture is used.
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if (bpmem.ztex2.type != ZTEXTURE_DISABLE)
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return true;
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// If an inverted depth range is unsupported, we also need to check if the range is inverted.
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange && xfmem.viewport.zRange < 0.0f)
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return true;
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// If an oversized depth range or a ztexture is used, we need to calculate the depth range
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// in the vertex shader.
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return fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f;
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}
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}
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@ -145,6 +145,8 @@ public:
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// Final surface changing
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// This is called when the surface is resized (WX) or the window changes (Android).
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virtual void ChangeSurface(void* new_surface_handle) {}
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bool UseVertexDepthRange() const;
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protected:
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static void CalculateTargetScale(int x, int y, int* scaledX, int* scaledY);
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bool CalculateTargetSize();
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@ -391,42 +391,29 @@ void VertexShaderManager::SetConstants()
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constants.pixelcentercorrection[2] = 1.0f;
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constants.pixelcentercorrection[3] = 0.0f;
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
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!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges)
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if (g_renderer->UseVertexDepthRange())
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{
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// Oversized depth ranges are handled in the vertex shader. We need to reverse
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// the far value to get a reversed depth range mapping. This is necessary
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// because the standard depth range equation pushes all depth values towards
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// the back of the depth buffer where conventionally depth buffers have the
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// least precision.
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// the far value to use the reversed-Z trick.
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if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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if (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f)
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{
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// For backends that support reversing the depth range we also support cases
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// where the console also uses reversed depth with the same accuracy. We need
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// to make sure the depth range is positive here and then reverse the depth in
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// the backend viewport.
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// Sometimes the console also tries to use the reversed-Z trick. We can only do
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// that with the expected accuracy if the backend can reverse the depth range.
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constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
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if (xfmem.viewport.zRange < 0.0f)
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constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
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else
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constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
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}
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}
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else
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{
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if (xfmem.viewport.zRange < 0.0f || xfmem.viewport.zRange > 16777215.0f ||
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fabs(xfmem.viewport.farZ) > 16777215.0f)
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{
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// For backends that don't support reversing the depth range we can still render
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// cases where the console uses reversed depth correctly. But we simply can't
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// provide the same accuracy as the console.
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// cases where the console uses the reversed-Z trick. But we simply can't provide
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// the expected accuracy, which might result in z-fighting.
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constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
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constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
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}
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}
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}
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dirty = true;
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// This is so implementation-dependent that we can't have it here.
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