Draft: Use a fixed-point depth buffer with an unrestricted depth range.
This commit is contained in:
parent
7db13d23c9
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a1a43d7da4
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@ -116,6 +116,7 @@ void VideoBackend::FillBackendInfo()
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g_Config.backend_info.bSupportsPartialMultisampleResolve = true;
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g_Config.backend_info.bSupportsDynamicVertexLoader = false;
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g_Config.backend_info.bSupportsHDROutput = true;
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g_Config.backend_info.bSupportsUnrestrictedDepthRange = false;
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g_Config.backend_info.Adapters = D3DCommon::GetAdapterNames();
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g_Config.backend_info.AAModes = D3D::GetAAModes(g_Config.iAdapter);
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@ -133,7 +133,7 @@ void Gfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool color_enab
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->TransitionToState(D3D12_RESOURCE_STATE_DEPTH_WRITE);
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// D3D does not support reversed depth ranges.
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const float clear_depth = 1.0f - static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
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const float clear_depth = 1.0f - static_cast<float>(z & 0xFFFFFF) / 16777215.0f;
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d3d_frame_buffer->ClearDepth(clear_depth, &d3d_clear_rc);
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z_enable = false;
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}
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@ -91,6 +91,7 @@ void VideoBackend::FillBackendInfo()
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g_Config.backend_info.bSupportsDynamicVertexLoader = true;
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g_Config.backend_info.bSupportsVSLinePointExpand = true;
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g_Config.backend_info.bSupportsHDROutput = true;
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g_Config.backend_info.bSupportsUnrestrictedDepthRange = false;
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// We can only check texture support once we have a device.
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if (g_dx_context)
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@ -79,6 +79,7 @@ void Metal::Util::PopulateBackendInfo(VideoConfig* config)
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config->backend_info.bSupportsVSLinePointExpand = true;
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config->backend_info.bSupportsHDROutput =
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1.0 < [[NSScreen deepestScreen] maximumPotentialExtendedDynamicRangeColorComponentValue];
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config->backend_info.bSupportsUnrestrictedDepthRange = false;
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}
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void Metal::Util::PopulateBackendInfoAdapters(VideoConfig* config,
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@ -349,6 +349,8 @@ bool PopulateConfig(GLContext* m_main_gl_context)
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GLExtensions::Supports("GL_ARB_derivative_control") || GLExtensions::Version() >= 450;
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g_Config.backend_info.bSupportsTextureQueryLevels =
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GLExtensions::Supports("GL_ARB_texture_query_levels") || GLExtensions::Version() >= 430;
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g_Config.backend_info.bSupportsUnrestrictedDepthRange =
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GLExtensions::Supports("GL_NV_depth_buffer_float");
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if (GLExtensions::Supports("GL_ARB_shader_storage_buffer_object"))
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{
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@ -118,6 +118,16 @@ static void APIENTRY ClearDepthf(GLfloat depthval)
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glClearDepth(depthval);
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}
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// Two small overrides to support unrestricted depth range
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static void APIENTRY DepthRangefNV(GLfloat neardepth, GLfloat fardepth)
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{
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glDepthRangedNV(neardepth, fardepth);
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}
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static void APIENTRY ClearDepthfNV(GLfloat depthval)
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{
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glClearDepthdNV(depthval);
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}
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OGLGfx::OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scale)
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: m_main_gl_context(std::move(main_gl_context)),
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m_current_rasterization_state(RenderState::GetInvalidRasterizationState()),
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@ -136,12 +146,17 @@ OGLGfx::OGLGfx(std::unique_ptr<GLContext> main_gl_context, float backbuffer_scal
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}
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if (!m_main_gl_context->IsGLES())
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{
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if (g_ActiveConfig.backend_info.bSupportsUnrestrictedDepthRange)
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{
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glDepthRangef = DepthRangefNV;
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glClearDepthf = ClearDepthfNV;
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}
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else if (!GLExtensions::Supports("GL_ARB_ES2_compatibility"))
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{
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// OpenGL 3 doesn't provide GLES like float functions for depth.
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// They are in core in OpenGL 4.1, so almost every driver should support them.
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// But for the oldest ones, we provide fallbacks to the old double functions.
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if (!GLExtensions::Supports("GL_ARB_ES2_compatibility"))
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{
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glDepthRangef = DepthRangef;
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glClearDepthf = ClearDepthf;
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}
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@ -387,7 +402,7 @@ void OGLGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool colorEn
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if (zEnable)
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{
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glDepthMask(zEnable ? GL_TRUE : GL_FALSE);
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glClearDepthf(float(z & 0xFFFFFF) / 16777216.0f);
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glClearDepthf(float(z & 0xFFFFFF) / 16777215.0f);
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clear_mask |= GL_DEPTH_BUFFER_BIT;
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}
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@ -44,8 +44,14 @@ GLenum OGLTexture::GetGLInternalFormatForTextureFormat(AbstractTextureFormat for
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case AbstractTextureFormat::D24_S8:
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return GL_DEPTH24_STENCIL8;
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case AbstractTextureFormat::D32F:
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if (g_ActiveConfig.backend_info.bSupportsUnrestrictedDepthRange)
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return GL_DEPTH_COMPONENT32F_NV;
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else
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return GL_DEPTH_COMPONENT32F;
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case AbstractTextureFormat::D32F_S8:
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if (g_ActiveConfig.backend_info.bSupportsUnrestrictedDepthRange)
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return GL_DEPTH32F_STENCIL8_NV;
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else
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return GL_DEPTH32F_STENCIL8;
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default:
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PanicAlertFmt("Unhandled texture format.");
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@ -117,7 +117,7 @@ void VKGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool color_en
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clear_color_value.color.float32[1] = static_cast<float>((color >> 8) & 0xFF) / 255.0f;
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clear_color_value.color.float32[2] = static_cast<float>((color >> 0) & 0xFF) / 255.0f;
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clear_color_value.color.float32[3] = static_cast<float>((color >> 24) & 0xFF) / 255.0f;
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clear_depth_value.depthStencil.depth = static_cast<float>(z & 0xFFFFFF) / 16777216.0f;
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clear_depth_value.depthStencil.depth = static_cast<float>(z & 0xFFFFFF) / 16777215.0f;
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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clear_depth_value.depthStencil.depth = 1.0f - clear_depth_value.depthStencil.depth;
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@ -471,6 +471,7 @@ void VulkanContext::PopulateBackendInfo(VideoConfig* config)
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config->backend_info.bSupportsDynamicVertexLoader = true; // Assumed support.
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config->backend_info.bSupportsVSLinePointExpand = true; // Assumed support.
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config->backend_info.bSupportsHDROutput = true; // Assumed support.
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config->backend_info.bSupportsUnrestrictedDepthRange = false; // Dependent on features.
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}
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void VulkanContext::PopulateBackendInfoAdapters(VideoConfig* config, const GPUList& gpu_list)
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@ -676,6 +677,9 @@ bool VulkanContext::SelectDeviceExtensions(bool enable_surface)
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AddExtension(VK_KHR_GET_PHYSICAL_DEVICE_PROPERTIES_2_EXTENSION_NAME, false);
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AddExtension(VK_EXT_MEMORY_BUDGET_EXTENSION_NAME, false);
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g_Config.backend_info.bSupportsUnrestrictedDepthRange =
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AddExtension(VK_EXT_DEPTH_RANGE_UNRESTRICTED_EXTENSION_NAME, false);
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return true;
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}
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@ -75,7 +75,7 @@ void AbstractGfx::ClearRegion(const MathUtil::Rectangle<int>& target_rc, bool co
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static_cast<float>((color >> 8) & 0xFF) / 255.0f,
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static_cast<float>((color >> 0) & 0xFF) / 255.0f,
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static_cast<float>((color >> 24) & 0xFF) / 255.0f},
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static_cast<float>(z & 0xFFFFFF) / 16777216.0f};
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static_cast<float>(z & 0xFFFFFF) / 16777215.0f};
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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uniforms.clear_depth = 1.0f - uniforms.clear_depth;
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g_vertex_manager->UploadUtilityUniforms(&uniforms, sizeof(uniforms));
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@ -203,8 +203,8 @@ void SetScissorAndViewport()
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float y = g_framebuffer_manager->EFBToScaledYf(raw_y);
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float width = g_framebuffer_manager->EFBToScaledXf(raw_width);
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float height = g_framebuffer_manager->EFBToScaledYf(raw_height);
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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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float min_depth = (xfmem.viewport.farZ / 16777215.0f - xfmem.viewport.zRange / 16777215.0f);
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float max_depth = xfmem.viewport.farZ / 16777215.0f;
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if (width < 0.f)
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{
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x += width;
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@ -216,17 +216,12 @@ void SetScissorAndViewport()
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height *= -1;
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}
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// The maximum depth that is written to the depth buffer should never exceed this value.
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// This is necessary because we use a 2^24 divisor for all our depth values to prevent
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// floating-point round-trip errors. However the console GPU doesn't ever write a value
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// to the depth buffer that exceeds 2^24 - 1.
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constexpr float GX_MAX_DEPTH = 16777215.0f / 16777216.0f;
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if (!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 = std::clamp(min_depth, 0.0f, GX_MAX_DEPTH);
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max_depth = std::clamp(max_depth, 0.0f, GX_MAX_DEPTH);
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min_depth = std::clamp(min_depth, 0.0f, 1.0f);
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max_depth = std::clamp(max_depth, 0.0f, 1.0f);
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}
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if (VertexShaderManager::UseVertexDepthRange())
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@ -235,13 +230,13 @@ void SetScissorAndViewport()
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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 && g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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{
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min_depth = GX_MAX_DEPTH;
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min_depth = 1.0f;
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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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max_depth = 1.0f;
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}
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}
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@ -131,13 +131,7 @@ AbstractTextureFormat FramebufferManager::GetEFBColorFormat()
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AbstractTextureFormat FramebufferManager::GetEFBDepthFormat()
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{
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// 32-bit depth clears are broken in the Adreno Vulkan driver, and have no effect.
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// To work around this, we use a D24_S8 buffer instead, which results in a loss of accuracy.
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// We still resolve this to a R32F texture, as there is no 24-bit format.
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if (DriverDetails::HasBug(DriverDetails::BUG_BROKEN_D32F_CLEAR))
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return AbstractTextureFormat::D24_S8;
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else
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return AbstractTextureFormat::D32F;
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}
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AbstractTextureFormat FramebufferManager::GetEFBDepthCopyFormat()
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@ -1261,9 +1261,9 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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else
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{
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if (!host_config.backend_reversed_depth_range)
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out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
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out.Write("\tint zCoord = int((1.0 - rawpos.z) * 16777215.0);\n");
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else
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out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
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out.Write("\tint zCoord = int(rawpos.z * 16777215.0);\n");
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}
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out.Write("\tzCoord = clamp(zCoord, 0, 0xFFFFFF);\n");
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@ -1278,9 +1278,9 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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if (uid_data->per_pixel_depth && early_ztest)
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{
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if (!host_config.backend_reversed_depth_range)
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out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
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out.Write("\tdepth = 1.0 - float(zCoord) / 16777215.0;\n");
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else
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out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
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out.Write("\tdepth = float(zCoord) / 16777215.0;\n");
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}
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// Note: depth texture output is only written to depth buffer if late depth test is used
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@ -1299,9 +1299,9 @@ ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& hos
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if (uid_data->per_pixel_depth && uid_data->ztest == EmulatedZ::Late)
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{
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if (!host_config.backend_reversed_depth_range)
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out.Write("\tdepth = 1.0 - float(zCoord) / 16777216.0;\n");
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out.Write("\tdepth = 1.0 - float(zCoord) / 16777215.0;\n");
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else
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out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
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out.Write("\tdepth = float(zCoord) / 16777215.0;\n");
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}
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// No dithering for RGB8 mode
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@ -1977,14 +1977,14 @@ static void WriteFog(ShaderCode& out, const pixel_shader_uid_data* uid_data)
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// renderer)
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// Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead?
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// That's equivalent, but keeps the lower bits of Zs.
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out.Write("\tfloat ze = (" I_FOGF ".x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
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out.Write("\tfloat ze = (" I_FOGF ".x * 16777215.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
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".w));\n");
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}
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else
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{
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// orthographic
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// ze = a*Zs (here, no B_SHF)
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out.Write("\tfloat ze = " I_FOGF ".x * float(zCoord) / 16777216.0;\n");
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out.Write("\tfloat ze = " I_FOGF ".x * float(zCoord) / 16777215.0;\n");
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}
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// x_adjust = sqrt((x-center)^2 + k^2)/k
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@ -127,7 +127,7 @@ static void WriteSampleFunction(ShaderCode& code, const EFBCopyParams& params, A
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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code.Write(" tex_sample.x = 1.0 - tex_sample.x;\n");
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code.Write(" uint depth = uint(tex_sample.x * 16777216.0);\n"
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code.Write(" uint depth = uint(tex_sample.x * 16777215.0);\n"
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" return uint4((depth >> 16) & 255u, (depth >> 8) & 255u, depth & 255u, 255u);\n"
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"}}\n");
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}
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@ -113,7 +113,7 @@ ShaderCode GeneratePixelShader(APIType api_type, const UidData* uid_data)
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if (!g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
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out.Write(" tex_sample.x = 1.0 - tex_sample.x;\n");
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out.Write(" uint depth = uint(tex_sample.x * 16777216.0);\n"
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out.Write(" uint depth = uint(tex_sample.x * 16777215.0);\n"
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" return uint4((depth >> 16) & 255u, (depth >> 8) & 255u, depth & 255u, 255u);\n"
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"}}\n");
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}
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@ -1327,9 +1327,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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if (host_config.fast_depth_calc)
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{
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if (!host_config.backend_reversed_depth_range)
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out.Write(" int zCoord = int((1.0 - rawpos.z) * 16777216.0);\n");
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out.Write(" int zCoord = int((1.0 - rawpos.z) * 16777215.0);\n");
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else
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out.Write(" int zCoord = int(rawpos.z * 16777216.0);\n");
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out.Write(" int zCoord = int(rawpos.z * 16777215.0);\n");
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out.Write(" zCoord = clamp(zCoord, 0, 0xFFFFFF);\n"
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"\n");
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}
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@ -1383,9 +1383,9 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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" // If early depth isn't enabled, we write to the zbuffer here\n"
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" int zbuffer_zCoord = bpmem_late_ztest ? zCoord : early_zCoord;\n");
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if (!host_config.backend_reversed_depth_range)
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out.Write(" depth = 1.0 - float(zbuffer_zCoord) / 16777216.0;\n");
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out.Write(" depth = 1.0 - float(zbuffer_zCoord) / 16777215.0;\n");
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else
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out.Write(" depth = float(zbuffer_zCoord) / 16777216.0;\n");
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out.Write(" depth = float(zbuffer_zCoord) / 16777215.0;\n");
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}
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out.Write(" // Alpha Test\n");
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@ -1454,12 +1454,12 @@ ShaderCode GenPixelShader(APIType api_type, const ShaderHostConfig& host_config,
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BitfieldExtract<&FogParam3::proj>("bpmem_fogParam3"));
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out.Write(" // perspective\n"
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" // ze = A/(B - (Zs >> B_SHF)\n"
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" ze = (" I_FOGF ".x * 16777216.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
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" ze = (" I_FOGF ".x * 16777215.0) / float(" I_FOGI ".y - (zCoord >> " I_FOGI
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".w));\n"
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" }} else {{\n"
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" // orthographic\n"
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" // ze = a*Zs (here, no B_SHF)\n"
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" ze = " I_FOGF ".x * float(zCoord) / 16777216.0;\n"
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" ze = " I_FOGF ".x * float(zCoord) / 16777215.0;\n"
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" }}\n"
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"\n"
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" if (bool({})) {{\n",
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@ -139,6 +139,9 @@ void VertexShaderManager::SetProjectionMatrix(XFStateManager& xf_state_manager)
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bool VertexShaderManager::UseVertexDepthRange()
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{
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if (g_Config.backend_info.bSupportsUnrestrictedDepthRange)
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return false;
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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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@ -338,6 +338,7 @@ struct VideoConfig final
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bool bSupportsVSLinePointExpand = false;
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bool bSupportsGLLayerInFS = true;
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bool bSupportsHDROutput = false;
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bool bSupportsUnrestrictedDepthRange = false;
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} backend_info;
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// Utility
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