Commit Graph

22 Commits

Author SHA1 Message Date
coldhex 8dc6c90e11 nv2a/vk: Drop unnecessary dirty check for NV_PGRAPH_ZCOMPRESSOCCLUDE
This was used to enable/disable Vulkan depth clamping, but that was
removed in previous commit.
2025-03-08 14:54:18 -07:00
coldhex 798ad30819 nv2a: Perspective-correct interpolation for w-buffering
z_perspective is true implies w-buffering and then the w-coordinate stored
in the depth buffer should also be interpolated in a perspective-correct
way. We do this by calculating w and setting gl_FragDepth in the fragment
shader.

Since enabling polygon offset and setting values using glPolygonOffset
won't have any effect when manually setting gl_FragDepth for w-buffering,
we introduce the depthOffset variable to obtain similar behaviour (but the
glPolygonOffset factor-argument is currently not emulated.) (Note that
glPolygonOffset is OpenGL implementation-dependent and it might be good to
use depthOffset for z-buffering as well, but this is not done here and we
still use OpenGL/Vulkan zbias functionality.)

This also implements depth clipping and clamping in the fragment shader.
If triangles are clipped, the shadows of the small rocks in Halo 2 Beaver
Creek map can have flickering horizontal lines. The shadows are drawn on
the ground in another pass with the same models as for the ground, but for
some reason with depth clamping enabled. The flickering happens if Xemu
clips the ground triangles, but the exact same shadow triangles are depth
clamped, so there are small differences in the coordinates. The shadows
are drawn with depth function GL_EQUAL so there is no tolerance for any
differences. Clipping in the fragment shader solves the problem because
the ground and shadow triangles remain exactly the same regardless of
depth clipping/clamping. For some performance gain, it might be a good
idea to cull triangles by depth in the geometry shader, but this is not
implemented here.

In the programmable vertex shader we always multiply position output by w
because this improves numerical stability in subsequent floating point
computations by modern GPUs. This usually means that the perspective
divide done by the vertex program gets undone.

The magic bounding constants 5.42101e-020 and 1.884467e+019 are replaced
by 5.421011e-20 and 1.8446744e19, i.e. more decimals added. This makes the
32-bit floating point numbers represent exactly 2^(-64) and 2^64 (raw bits
0x1f800000 and 0x5f800000) which seem more likely the correct values
although testing with hardware was not done to this precision.

Testing indicates that the same RCC instruction magic constants are also
applied to both fixed function and programmable vertex shader w-coordinate
output. This bounding replaces the special test for w==0.0 and abs(w)==inf
which used to set vtx_inv_w=1.0 (which did not match Xbox hardware
behaviour.)
2025-03-08 14:54:18 -07:00
Matt Borgerson 1e5cae068a nv2a/vk: Drop unused vertex_buffer_inline field 2024-12-31 01:37:05 -07:00
Matt Borgerson 974b2be87a nv2a/vk: Add command buffer region debug markers 2024-12-31 01:37:05 -07:00
Matt Borgerson d054b366f8 nv2a/vk: Add pvideo support 2024-12-31 01:37:05 -07:00
Matt Borgerson f26b8c32d6 n2va/vk: Key textures on sampler state for now 2024-12-31 01:37:05 -07:00
Matt Borgerson 9ab1f96911 nv2a/vk: Make pgraph_vk_insert_debug_marker format strings 2024-12-31 01:37:05 -07:00
Matt Borgerson 2f910eeacf nv2a/vk: Fixup unaligned attribute data in inline buffer 2024-12-31 01:37:05 -07:00
Matt Borgerson bc46a9303d nv2a/vk: Add compute pipeline cache, scale workgroups 2024-12-31 01:37:05 -07:00
Matt Borgerson c41853a3f3 nv2a/vk: Finish when queue is empty 2024-12-31 01:37:05 -07:00
Matt Borgerson ad0aec9adb nv2a/vk: Move overlapping surface download logic to function 2024-12-31 01:37:05 -07:00
Matt Borgerson da1e72a39a nv2a/vk: Use additional descriptor sets in compute ops 2024-12-31 01:37:05 -07:00
Matt Borgerson 7018f379b3 nv2a/vk: Add debug helper function for inserting markers 2024-12-31 01:37:05 -07:00
Matt Borgerson 7b37a94438 nv2a/vk: Finalize, simplify render passes 2024-12-31 01:37:05 -07:00
Matt Borgerson e8a39d6f45 nv2a/vk: Use correct min,mag texture filters 2024-12-31 01:37:05 -07:00
Matt Borgerson f35d489203 nv2a/vk: Fix renderer debug messenger registration 2024-12-31 01:37:05 -07:00
Matt Borgerson 0169caadd0 nv2a/vk: Fallback to UBO if maxPushConstantsSize is insufficient 2024-12-31 01:37:05 -07:00
Matt Borgerson 25afb8603d nv2a: Handle renderer init errors more gracefully 2024-12-31 01:37:05 -07:00
Matt Borgerson 6403c69326 nv2a/vk: Fix shader cache node init flag 2024-12-31 01:37:05 -07:00
Matt Borgerson 2800b8d22a meson: Move VMA options into meson config 2024-12-31 01:37:05 -07:00
Matt Borgerson 2bc8cb3050 nv2a/vk: Remove extraneous VK_NO_PROTOTYPES defn 2024-12-31 01:37:05 -07:00
Matt Borgerson a5385803db nv2a: Add Vulkan renderer 2024-12-31 01:37:05 -07:00