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
commit e99cd57eb3
21 changed files with 181 additions and 77 deletions

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@ -109,6 +109,7 @@
<ClInclude Include="GL\GLExtensions\gl_common.h" /> <ClInclude Include="GL\GLExtensions\gl_common.h" />
<ClInclude Include="GL\GLExtensions\HP_occlusion_test.h" /> <ClInclude Include="GL\GLExtensions\HP_occlusion_test.h" />
<ClInclude Include="GL\GLExtensions\KHR_debug.h" /> <ClInclude Include="GL\GLExtensions\KHR_debug.h" />
<ClInclude Include="GL\GLExtensions\NV_depth_buffer_float.h" />
<ClInclude Include="GL\GLExtensions\NV_occlusion_query_samples.h" /> <ClInclude Include="GL\GLExtensions\NV_occlusion_query_samples.h" />
<ClInclude Include="GL\GLExtensions\NV_primitive_restart.h" /> <ClInclude Include="GL\GLExtensions\NV_primitive_restart.h" />
<ClInclude Include="GL\GLInterfaceBase.h" /> <ClInclude Include="GL\GLInterfaceBase.h" />

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@ -226,6 +226,9 @@
<ClInclude Include="GL\GLExtensions\NV_primitive_restart.h"> <ClInclude Include="GL\GLExtensions\NV_primitive_restart.h">
<Filter>GL\GLExtensions</Filter> <Filter>GL\GLExtensions</Filter>
</ClInclude> </ClInclude>
<ClInclude Include="GL\GLExtensions\NV_depth_buffer_float.h">
<Filter>GL\GLExtensions</Filter>
</ClInclude>
<ClInclude Include="GL\GLInterface\WGL.h"> <ClInclude Include="GL\GLInterface\WGL.h">
<Filter>GL\GLInterface</Filter> <Filter>GL\GLInterface</Filter>
</ClInclude> </ClInclude>

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@ -984,6 +984,11 @@ PFNDOLCOPYIMAGESUBDATAPROC dolCopyImageSubData;
// ARB_shader_storage_buffer_object // ARB_shader_storage_buffer_object
PFNDOLSHADERSTORAGEBLOCKBINDINGPROC dolShaderStorageBlockBinding; PFNDOLSHADERSTORAGEBLOCKBINDINGPROC dolShaderStorageBlockBinding;
// NV_depth_buffer_float
PFNDOLDEPTHRANGEDNVPROC dolDepthRangedNV;
PFNDOLCLEARDEPTHDNVPROC dolClearDepthdNV;
PFNDOLDEPTHBOUNDSDNVPROC dolDepthBoundsdNV;
// Creates a GLFunc object that requires a feature // Creates a GLFunc object that requires a feature
#define GLFUNC_REQUIRES(x, y) \ #define GLFUNC_REQUIRES(x, y) \
{ \ { \
@ -1838,6 +1843,11 @@ const GLFunc gl_function_array[] = {
// ARB_shader_storage_buffer_object // ARB_shader_storage_buffer_object
GLFUNC_REQUIRES(glShaderStorageBlockBinding, "ARB_shader_storage_buffer_object !VERSION_4_3"), GLFUNC_REQUIRES(glShaderStorageBlockBinding, "ARB_shader_storage_buffer_object !VERSION_4_3"),
// NV_depth_buffer_float
GLFUNC_REQUIRES(glDepthRangedNV, "GL_NV_depth_buffer_float"),
GLFUNC_REQUIRES(glClearDepthdNV, "GL_NV_depth_buffer_float"),
GLFUNC_REQUIRES(glDepthBoundsdNV, "GL_NV_depth_buffer_float"),
}; };
namespace GLExtensions namespace GLExtensions
@ -2060,26 +2070,21 @@ static void InitExtensionList()
// Quite a lot of these had their names changed when merged in to core // Quite a lot of these had their names changed when merged in to core
// Disable the ones that have // Disable the ones that have
std::string gl300exts[] = { std::string gl300exts[] = {
"GL_ARB_map_buffer_range", "GL_ARB_map_buffer_range", "GL_ARB_color_buffer_float", "GL_ARB_texture_float",
"GL_ARB_half_float_pixel", "GL_ARB_framebuffer_object", "GL_ARB_texture_float",
"GL_ARB_vertex_array_object", "GL_NV_depth_buffer_float",
//"GL_EXT_texture_integer",
//"GL_EXT_gpu_shader4", //"GL_EXT_gpu_shader4",
//"GL_APPLE_flush_buffer_range", //"GL_APPLE_flush_buffer_range",
"GL_ARB_color_buffer_float",
//"GL_NV_depth_buffer_float",
"GL_ARB_texture_float",
//"GL_EXT_packed_float", //"GL_EXT_packed_float",
//"GL_EXT_texture_shared_exponent", //"GL_EXT_texture_shared_exponent",
"GL_ARB_half_float_pixel",
//"GL_NV_half_float", //"GL_NV_half_float",
"GL_ARB_framebuffer_object",
//"GL_EXT_framebuffer_sRGB", //"GL_EXT_framebuffer_sRGB",
"GL_ARB_texture_float",
//"GL_EXT_texture_integer",
//"GL_EXT_draw_buffers2", //"GL_EXT_draw_buffers2",
//"GL_EXT_texture_integer", //"GL_EXT_texture_integer",
//"GL_EXT_texture_array", //"GL_EXT_texture_array",
//"GL_EXT_texture_compression_rgtc", //"GL_EXT_texture_compression_rgtc",
//"GL_EXT_transform_feedback", //"GL_EXT_transform_feedback",
"GL_ARB_vertex_array_object",
//"GL_NV_conditional_render", //"GL_NV_conditional_render",
"VERSION_3_0", "VERSION_3_0",
}; };

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@ -31,6 +31,7 @@
#include "Common/GL/GLExtensions/EXT_texture_filter_anisotropic.h" #include "Common/GL/GLExtensions/EXT_texture_filter_anisotropic.h"
#include "Common/GL/GLExtensions/HP_occlusion_test.h" #include "Common/GL/GLExtensions/HP_occlusion_test.h"
#include "Common/GL/GLExtensions/KHR_debug.h" #include "Common/GL/GLExtensions/KHR_debug.h"
#include "Common/GL/GLExtensions/NV_depth_buffer_float.h"
#include "Common/GL/GLExtensions/NV_occlusion_query_samples.h" #include "Common/GL/GLExtensions/NV_occlusion_query_samples.h"
#include "Common/GL/GLExtensions/NV_primitive_restart.h" #include "Common/GL/GLExtensions/NV_primitive_restart.h"
#include "Common/GL/GLExtensions/gl_1_1.h" #include "Common/GL/GLExtensions/gl_1_1.h"

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@ -0,0 +1,41 @@
/*
** Copyright (c) 2013-2015 The Khronos Group Inc.
**
** Permission is hereby granted, free of charge, to any person obtaining a
** copy of this software and/or associated documentation files (the
** "Materials"), to deal in the Materials without restriction, including
** without limitation the rights to use, copy, modify, merge, publish,
** distribute, sublicense, and/or sell copies of the Materials, and to
** permit persons to whom the Materials are furnished to do so, subject to
** the following conditions:
**
** The above copyright notice and this permission notice shall be included
** in all copies or substantial portions of the Materials.
**
** THE MATERIALS ARE PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
** EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
** MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
** IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
** CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
** TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
** MATERIALS OR THE USE OR OTHER DEALINGS IN THE MATERIALS.
*/
#include "Common/GL/GLExtensions/gl_common.h"
#define GL_DEPTH_COMPONENT32F_NV 0x8DAB
#define GL_DEPTH32F_STENCIL8_NV 0x8DAC
#define GL_FLOAT_32_UNSIGNED_INT_24_8_REV_NV 0x8DAD
#define GL_DEPTH_BUFFER_FLOAT_MODE_NV 0x8DAF
typedef void(APIENTRYP PFNDOLDEPTHRANGEDNVPROC)(GLdouble zNear, GLdouble zFar);
typedef void(APIENTRYP PFNDOLCLEARDEPTHDNVPROC)(GLdouble depth);
typedef void(APIENTRYP PFNDOLDEPTHBOUNDSDNVPROC)(GLdouble zmin, GLdouble zmax);
extern PFNDOLDEPTHRANGEDNVPROC dolDepthRangedNV;
extern PFNDOLCLEARDEPTHDNVPROC dolClearDepthdNV;
extern PFNDOLDEPTHBOUNDSDNVPROC dolDepthBoundsdNV;
#define glDepthRangedNV dolDepthRangedNV
#define glClearDepthdNV dolClearDepthdNV
#define glDepthBoundsdNV dolDepthBoundsdNV

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@ -234,6 +234,8 @@ void DolphinAnalytics::MakePerGameBuilder()
builder.AddData("gpu-has-dual-source-blend", g_Config.backend_info.bSupportsDualSourceBlend); 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-primitive-restart", g_Config.backend_info.bSupportsPrimitiveRestart);
builder.AddData("gpu-has-oversized-viewports", g_Config.backend_info.bSupportsOversizedViewports); 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-geometry-shaders", g_Config.backend_info.bSupportsGeometryShaders);
builder.AddData("gpu-has-3d-vision", g_Config.backend_info.bSupports3DVision); builder.AddData("gpu-has-3d-vision", g_Config.backend_info.bSupports3DVision);
builder.AddData("gpu-has-early-z", g_Config.backend_info.bSupportsEarlyZ); builder.AddData("gpu-has-early-z", g_Config.backend_info.bSupportsEarlyZ);

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@ -546,10 +546,8 @@ void Renderer::SetViewport()
float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff); float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f); float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float min_depth = float max_depth = xfmem.viewport.farZ / 16777216.0f;
MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
if (Wd < 0.0f) if (Wd < 0.0f)
{ {
X += Wd; X += Wd;
@ -561,10 +559,11 @@ void Renderer::SetViewport()
Ht = -Ht; Ht = -Ht;
} }
// If an inverted depth range is used, which D3D doesn't support, // If an inverted or oversized depth range is used, we need to calculate the depth range in the
// we need to calculate the depth range in the vertex shader. // vertex shader.
if (xfmem.viewport.zRange < 0.0f) if (UseVertexDepthRange())
{ {
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f; min_depth = 0.0f;
max_depth = GX_MAX_DEPTH; max_depth = GX_MAX_DEPTH;
} }

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@ -66,6 +66,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false; g_Config.backend_info.bSupportsOversizedViewports = false;
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPostProcessing = false; g_Config.backend_info.bSupportsPostProcessing = false;

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@ -454,10 +454,8 @@ void Renderer::SetViewport()
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset); float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, 0.0f, 16777215.0f); float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float min_depth = float max_depth = xfmem.viewport.farZ / 16777216.0f;
MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
if (width < 0.0f) if (width < 0.0f)
{ {
x += width; x += width;
@ -469,10 +467,11 @@ void Renderer::SetViewport()
height = -height; height = -height;
} }
// If an inverted depth range is used, which D3D doesn't support, // If an inverted or oversized depth range is used, we need to calculate the depth range in the
// we need to calculate the depth range in the vertex shader. // vertex shader.
if (xfmem.viewport.zRange < 0.0f) if (UseVertexDepthRange())
{ {
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f; min_depth = 0.0f;
max_depth = GX_MAX_DEPTH; max_depth = GX_MAX_DEPTH;
} }

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@ -69,6 +69,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false; g_Config.backend_info.bSupportsOversizedViewports = false;
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = true; g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPostProcessing = false; g_Config.backend_info.bSupportsPostProcessing = false;

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@ -29,6 +29,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = true; g_Config.backend_info.bSupportsOversizedViewports = true;
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsGeometryShaders = true; g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = false; g_Config.backend_info.bSupports3DVision = false;
g_Config.backend_info.bSupportsEarlyZ = true; g_Config.backend_info.bSupportsEarlyZ = true;

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@ -437,6 +437,8 @@ Renderer::Renderer()
// Clip distance support is useless without a method to clamp the depth range // 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.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.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory"); g_ogl_config.bSupportsGLPinnedMemory = GLExtensions::Supports("GL_AMD_pinned_memory");
@ -625,7 +627,7 @@ Renderer::Renderer()
g_ogl_config.gl_renderer, g_ogl_config.gl_version), g_ogl_config.gl_renderer, g_ogl_config.gl_version),
5000); 5000);
WARN_LOG(VIDEO, "Missing OGL Extensions: %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%s",
g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ", g_ActiveConfig.backend_info.bSupportsDualSourceBlend ? "" : "DualSourceBlend ",
g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ", g_ActiveConfig.backend_info.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ", g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
@ -638,7 +640,8 @@ Renderer::Renderer()
g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ", g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ",
g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ", g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ",
g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ", g_ogl_config.bSupportsCopySubImage ? "" : "CopyImageSubData ",
g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp "); g_ActiveConfig.backend_info.bSupportsDepthClamp ? "" : "DepthClamp ",
g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges ? "" : "DepthRangedNV ");
s_last_multisamples = g_ActiveConfig.iMultisamples; s_last_multisamples = g_ActiveConfig.iMultisamples;
s_MSAASamples = s_last_multisamples; s_MSAASamples = s_last_multisamples;
@ -1052,10 +1055,8 @@ void Renderer::SetViewport()
(float)scissorYOff); (float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777215.0f, 16777215.0f); float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float min_depth = float max_depth = xfmem.viewport.farZ / 16777216.0f;
MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
if (Width < 0) if (Width < 0)
{ {
X += Width; X += Width;
@ -1078,10 +1079,35 @@ void Renderer::SetViewport()
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height)); glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
} }
// Set the reversed depth range. If we do depth clipping and depth range in the if (!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges &&
// vertex shader we only need to ensure depth values don't exceed the maximum !g_ActiveConfig.backend_info.bSupportsDepthClamp)
// value supported by the console GPU. If not, we simply clamp the near/far values {
// themselves to the maximum value as done above. // 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.
min_depth = MathUtil::Clamp(min_depth, 0.0f, GX_MAX_DEPTH);
max_depth = MathUtil::Clamp(max_depth, 0.0f, GX_MAX_DEPTH);
}
if (UseVertexDepthRange())
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
// Taking into account whether the depth range is inverted or not.
if (xfmem.viewport.zRange < 0.0f)
{
min_depth = GX_MAX_DEPTH;
max_depth = 0.0f;
}
else
{
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}
}
// 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);
} }

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@ -109,6 +109,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsInternalResolutionFrameDumps = true; g_Config.backend_info.bSupportsInternalResolutionFrameDumps = true;
// Overwritten in Render.cpp later // Overwritten in Render.cpp later
g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true; g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsPaletteConversion = true; g_Config.backend_info.bSupportsPaletteConversion = true;

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@ -129,6 +129,7 @@ void VideoSoftware::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true; g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsEarlyZ = true; g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsOversizedViewports = true; g_Config.backend_info.bSupportsOversizedViewports = true;
g_Config.backend_info.bSupportsOversizedDepthRanges = true;
g_Config.backend_info.bSupportsPrimitiveRestart = false; g_Config.backend_info.bSupportsPrimitiveRestart = false;
g_Config.backend_info.bSupportsMultithreading = false; g_Config.backend_info.bSupportsMultithreading = false;
g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false; g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false;

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@ -1628,10 +1628,8 @@ void Renderer::SetViewport()
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset); float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd); float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht); float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
float range = MathUtil::Clamp<float>(xfmem.viewport.zRange, -16777215.0f, 16777215.0f); float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
float min_depth = float max_depth = xfmem.viewport.farZ / 16777216.0f;
MathUtil::Clamp<float>(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
float max_depth = MathUtil::Clamp<float>(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
if (width < 0.0f) if (width < 0.0f)
{ {
x += width; x += width;
@ -1643,11 +1641,12 @@ void Renderer::SetViewport()
height = -height; height = -height;
} }
// If an inverted depth range is used, which the Vulkan drivers don't // If an oversized or inverted depth range is used, we need to calculate the depth range in the
// support, we need to calculate the depth range in the vertex shader. // vertex shader.
// TODO: Make this into a DriverDetails bug and write a test for CTS. // TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
if (xfmem.viewport.zRange < 0.0f) if (UseVertexDepthRange())
{ {
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f; min_depth = 0.0f;
max_depth = GX_MAX_DEPTH; max_depth = GX_MAX_DEPTH;
} }

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@ -228,6 +228,7 @@ void VulkanContext::PopulateBackendInfo(VideoConfig* config)
config->backend_info.bSupportsExclusiveFullscreen = false; // Currently WSI does not allow this. config->backend_info.bSupportsExclusiveFullscreen = false; // Currently WSI does not allow this.
config->backend_info.bSupports3DVision = false; // D3D-exclusive. config->backend_info.bSupports3DVision = false; // D3D-exclusive.
config->backend_info.bSupportsOversizedViewports = true; // Assumed support. 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.bSupportsEarlyZ = true; // Assumed support.
config->backend_info.bSupportsPrimitiveRestart = true; // Assumed support. config->backend_info.bSupportsPrimitiveRestart = true; // Assumed support.
config->backend_info.bSupportsBindingLayout = false; // Assumed support. config->backend_info.bSupportsBindingLayout = false; // Assumed support.

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@ -332,6 +332,8 @@ static void BPWritten(const BPCmd& bp)
{ {
if (bp.changes & 3) if (bp.changes & 3)
PixelShaderManager::SetZTextureTypeChanged(); PixelShaderManager::SetZTextureTypeChanged();
if (bp.changes & 12)
VertexShaderManager::SetViewportChanged();
#if defined(_DEBUG) || defined(DEBUGFAST) #if defined(_DEBUG) || defined(DEBUGFAST)
const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"}; const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
const char* pztype[] = {"Z8", "Z16", "Z24", "?"}; 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); TextureToPng(config.data, config.stride, filename, config.width, config.height, false);
m_frame_dump_image_counter++; 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 // Final surface changing
// This is called when the surface is resized (WX) or the window changes (Android). // This is called when the surface is resized (WX) or the window changes (Android).
virtual void ChangeSurface(void* new_surface_handle) {} virtual void ChangeSurface(void* new_surface_handle) {}
bool UseVertexDepthRange() const;
protected: protected:
void CalculateTargetScale(int x, int y, int* scaledX, int* scaledY); void CalculateTargetScale(int x, int y, int* scaledX, int* scaledY);
bool CalculateTargetSize(); bool CalculateTargetSize();

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@ -391,41 +391,29 @@ void VertexShaderManager::SetConstants()
constants.pixelcentercorrection[2] = 1.0f; constants.pixelcentercorrection[2] = 1.0f;
constants.pixelcentercorrection[3] = 0.0f; 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 // 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 // the far value to use the reversed-Z trick.
// 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.
if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange) if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
{ {
if (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(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.
// 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; constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
if (xfmem.viewport.zRange < 0.0f) if (xfmem.viewport.zRange < 0.0f)
constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f; constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
else else
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
} }
}
else 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 // 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 // cases where the console uses the reversed-Z trick. But we simply can't provide
// provide the same accuracy as the console. // the expected accuracy, which might result in z-fighting.
constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f; constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
} }
} }
}
dirty = true; dirty = true;
// This is so implementation-dependent that we can't have it here. // This is so implementation-dependent that we can't have it here.

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@ -179,6 +179,7 @@ struct VideoConfig final
bool bSupportsDualSourceBlend; bool bSupportsDualSourceBlend;
bool bSupportsPrimitiveRestart; bool bSupportsPrimitiveRestart;
bool bSupportsOversizedViewports; bool bSupportsOversizedViewports;
bool bSupportsOversizedDepthRanges;
bool bSupportsGeometryShaders; bool bSupportsGeometryShaders;
bool bSupports3DVision; bool bSupports3DVision;
bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon