diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index df9335265a..31eea38d9c 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -559,6 +559,10 @@ void Renderer::SetViewport() float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff); float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); + float range = MathUtil::Clamp(xfmem.viewport.zRange, 0.0f, 16777215.0f); + float min_depth = + MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; + float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; if (Wd < 0.0f) { X += Wd; @@ -570,18 +574,24 @@ void Renderer::SetViewport() Ht = -Ht; } + // If an inverted depth range is used, which D3D doesn't support, + // we need to calculate the depth range in the vertex shader. + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = 0.0f; + max_depth = GX_MAX_DEPTH; + } + // In D3D, the viewport rectangle must fit within the render target. X = (X >= 0.f) ? X : 0.f; Y = (Y >= 0.f) ? Y : 0.f; Wd = (X + Wd <= GetTargetWidth()) ? Wd : (GetTargetWidth() - X); Ht = (Y + Ht <= GetTargetHeight()) ? Ht : (GetTargetHeight() - Y); - // We do depth clipping and depth range in the vertex shader instead of relying - // on the graphics API. However we still need to ensure depth values don't exceed - // the maximum value supported by the console GPU. We also need to account for the - // fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as - // an inverted near value. - D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - GX_MAX_DEPTH, D3D11_MAX_DEPTH); + // We use an inverted depth range here to apply the Reverse Z trick. + // This trick makes sure we match the precision provided by the 1:0 + // clipping depth range on the hardware. + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth); D3D::context->RSSetViewports(1, &vp); } diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index d5a2baa661..9016cb8e8d 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -464,6 +464,10 @@ void Renderer::SetViewport() float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset); float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); + float range = MathUtil::Clamp(xfmem.viewport.zRange, 0.0f, 16777215.0f); + float min_depth = + MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; + float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; if (width < 0.0f) { x += width; @@ -475,18 +479,24 @@ void Renderer::SetViewport() height = -height; } + // If an inverted depth range is used, which D3D doesn't support, + // we need to calculate the depth range in the vertex shader. + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = 0.0f; + max_depth = GX_MAX_DEPTH; + } + // In D3D, the viewport rectangle must fit within the render target. x = (x >= 0.f) ? x : 0.f; y = (y >= 0.f) ? y : 0.f; width = (x + width <= GetTargetWidth()) ? width : (GetTargetWidth() - x); height = (y + height <= GetTargetHeight()) ? height : (GetTargetHeight() - y); - // We do depth clipping and depth range in the vertex shader instead of relying - // on the graphics API. However we still need to ensure depth values don't exceed - // the maximum value supported by the console GPU. We also need to account for the - // fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as - // an inverted near value. - D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - GX_MAX_DEPTH, D3D12_MAX_DEPTH}; + // We use an inverted depth range here to apply the Reverse Z trick. + // This trick makes sure we match the precision provided by the 1:0 + // clipping depth range on the hardware. + D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth}; D3D::current_command_list->RSSetViewports(1, &vp); } diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index c3416f2b4d..f1a0a50897 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1122,12 +1122,10 @@ void Renderer::SetViewport() (float)scissorYOff); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); - float GLNear = MathUtil::Clamp( - xfmem.viewport.farZ - - MathUtil::Clamp(xfmem.viewport.zRange, -16777216.0f, 16777216.0f), - 0.0f, 16777215.0f) / - 16777216.0f; - float GLFar = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777215.0f, 16777215.0f); + float min_depth = + MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; + float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; if (Width < 0) { X += Width; @@ -1154,17 +1152,7 @@ void Renderer::SetViewport() // vertex shader we only need to ensure depth values don't exceed the maximum // value supported by the console GPU. If not, we simply clamp the near/far values // themselves to the maximum value as done above. - if (g_ActiveConfig.backend_info.bSupportsDepthClamp) - { - if (xfmem.viewport.zRange < 0.0f) - glDepthRangef(0.0f, GX_MAX_DEPTH); - else - glDepthRangef(GX_MAX_DEPTH, 0.0f); - } - else - { - glDepthRangef(GLFar, GLNear); - } + glDepthRangef(max_depth, min_depth); } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp index 9c558aa9f9..b4e39f3ed0 100644 --- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp +++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp @@ -1635,6 +1635,10 @@ void Renderer::SetViewport() float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset); float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); + float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777215.0f, 16777215.0f); + float min_depth = + MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f; + float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; if (width < 0.0f) { x += width; @@ -1646,28 +1650,19 @@ void Renderer::SetViewport() height = -height; } - // If we do depth clipping and depth range in the vertex shader we only need to ensure - // depth values don't exceed the maximum value supported by the console GPU. If not, - // we simply clamp the near/far values themselves to the maximum value as done above. - float min_depth, max_depth; - if (g_ActiveConfig.backend_info.bSupportsDepthClamp) + // If an inverted depth range is used, which the Vulkan drivers don't + // support, we need to calculate the depth range in the vertex shader. + // TODO: Make this into a DriverDetails bug and write a test for CTS. + if (xfmem.viewport.zRange < 0.0f) { - min_depth = 1.0f - GX_MAX_DEPTH; - max_depth = 1.0f; - } - else - { - float near_val = MathUtil::Clamp(xfmem.viewport.farZ - - MathUtil::Clamp(xfmem.viewport.zRange, - -16777216.0f, 16777216.0f), - 0.0f, 16777215.0f) / - 16777216.0f; - float far_val = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; - min_depth = near_val; - max_depth = far_val; + min_depth = 0.0f; + max_depth = GX_MAX_DEPTH; } - VkViewport viewport = {x, y, width, height, min_depth, max_depth}; + // We use an inverted depth range here to apply the Reverse Z trick. + // This trick makes sure we match the precision provided by the 1:0 + // clipping depth range on the hardware. + VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth}; StateTracker::GetInstance()->SetViewport(viewport); } diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index d3ea2a774a..8ebcc76257 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -30,6 +30,10 @@ VertexShaderUid GetVertexShaderUid() uid_data->msaa = g_ActiveConfig.iMultisamples > 1; uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA; uid_data->numColorChans = xfmem.numChan.numColorChans; + uid_data->vertex_depth = + g_ActiveConfig.backend_info.bSupportsDepthClamp && + ((fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f) || + (xfmem.viewport.zRange < 0.0f && !g_ActiveConfig.backend_info.bSupportsReversedDepthRange)); GetLightingShaderUid(uid_data->lighting); @@ -416,13 +420,11 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da out.Write("o.colors_1 = color1;\n"); } - // Write the true depth value. If the game uses depth textures, then the pixel shader will - // override it with the correct values if not then early z culling will improve speed. + // If we can disable the incorrect depth clipping planes using depth clamping, then we can do + // our own depth clipping and calculate the depth range before the perspective divide if + // necessary. if (g_ActiveConfig.backend_info.bSupportsDepthClamp) { - // If we can disable the incorrect depth clipping planes using depth clamping, then we can do - // our own depth clipping and calculate the depth range before the perspective divide. - // Since we're adjusting z for the depth range before the perspective divide, we have to do our // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range. // We adjust our depth value for clipping purposes to match the perspective projection in the @@ -430,7 +432,14 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n"); out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0 + } + // Write the true depth value. If the game uses depth textures, then the pixel shader will + // override it with the correct values if not then early z culling will improve speed. + // There are two different ways to do this, when the depth range is oversized, we process + // the depth range in the vertex shader, if not we let the host driver handle it. + if (uid_data->vertex_depth) + { // Adjust z for the depth range. We're using an equation which incorperates a depth inversion, // so we can map the console -1..0 range to the 0..1 range used in the depth buffer. // We have to handle the depth range in the vertex shader instead of after the perspective @@ -442,11 +451,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da } else { - // If we can't disable the incorrect depth clipping planes, then we need to rely on the - // graphics API to handle the depth range after the perspective divide. This can result in - // inaccurate depth values due to the missing depth bias, but that can be least corrected by - // overriding depth values in the pixel shader. We still need to take care of the reversed depth - // though, so we do that here. + // Here we rely on the host driver to process the depth range, however we still need to invert + // the console -1..0 range to the 0..1 range used in the depth buffer. out.Write("o.pos.z = -o.pos.z;\n"); } diff --git a/Source/Core/VideoCommon/VertexShaderGen.h b/Source/Core/VideoCommon/VertexShaderGen.h index 4b9e9d1d39..4936ce6ba8 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.h +++ b/Source/Core/VideoCommon/VertexShaderGen.h @@ -43,7 +43,8 @@ struct vertex_shader_uid_data u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is // 8 bits wide u32 ssaa : 1; - u32 pad : 15; + u32 vertex_depth : 1; + u32 pad : 14; struct {