forked from ShuriZma/suyu
Implement glDepthRangeIndexeddNV
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ae876ed047
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@ -5156,6 +5156,9 @@ GLAPI PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv;
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typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f);
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typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f);
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GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed;
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GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed;
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#define glDepthRangeIndexed glad_glDepthRangeIndexed
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#define glDepthRangeIndexed glad_glDepthRangeIndexed
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typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDDNVPROC)(GLuint index, GLdouble n, GLdouble f);
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GLAPI PFNGLDEPTHRANGEINDEXEDDNVPROC glad_glDepthRangeIndexeddNV;
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#define glDepthRangeIndexeddNV glad_glDepthRangeIndexeddNV
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typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data);
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typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data);
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GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v;
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GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v;
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#define glGetFloati_v glad_glGetFloati_v
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#define glGetFloati_v glad_glGetFloati_v
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@ -1044,6 +1044,7 @@ PFNGLDEPTHMASKPROC glad_glDepthMask = NULL;
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PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL;
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PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL;
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PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL;
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PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL;
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PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL;
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PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL;
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PFNGLDEPTHRANGEINDEXEDDNVPROC glad_glDepthRangeIndexeddNV = NULL;
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PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL;
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PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL;
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PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
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PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
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PFNGLDISABLEPROC glad_glDisable = NULL;
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PFNGLDISABLEPROC glad_glDisable = NULL;
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@ -7971,6 +7972,7 @@ static void load_GL_NV_depth_buffer_float(GLADloadproc load) {
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glad_glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)load("glDepthRangedNV");
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glad_glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)load("glDepthRangedNV");
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glad_glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)load("glClearDepthdNV");
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glad_glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)load("glClearDepthdNV");
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glad_glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)load("glDepthBoundsdNV");
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glad_glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)load("glDepthBoundsdNV");
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glad_glDepthRangeIndexeddNV = (PFNGLDEPTHRANGEINDEXEDDNVPROC)load("glDepthRangeIndexeddNV");
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}
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}
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static void load_GL_NV_draw_texture(GLADloadproc load) {
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static void load_GL_NV_draw_texture(GLADloadproc load) {
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if(!GLAD_GL_NV_draw_texture) return;
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if(!GLAD_GL_NV_draw_texture) return;
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@ -239,6 +239,7 @@ Device::Device() {
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has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
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has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
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has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
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has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
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has_debugging_tool_attached = IsDebugToolAttached(extensions);
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has_debugging_tool_attached = IsDebugToolAttached(extensions);
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has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float");
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// At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive
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// At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive
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// uniform buffers as "push constants"
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// uniform buffers as "push constants"
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@ -275,6 +276,7 @@ Device::Device(std::nullptr_t) {
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has_image_load_formatted = true;
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has_image_load_formatted = true;
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has_texture_shadow_lod = true;
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has_texture_shadow_lod = true;
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has_variable_aoffi = true;
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has_variable_aoffi = true;
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has_depth_buffer_float = true;
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}
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}
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bool Device::TestVariableAoffi() {
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bool Device::TestVariableAoffi() {
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@ -122,6 +122,10 @@ public:
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return use_driver_cache;
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return use_driver_cache;
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}
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}
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bool HasDepthBufferFloat() const {
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return has_depth_buffer_float;
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}
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private:
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private:
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static bool TestVariableAoffi();
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static bool TestVariableAoffi();
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static bool TestPreciseBug();
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static bool TestPreciseBug();
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@ -150,6 +154,7 @@ private:
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bool use_assembly_shaders{};
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bool use_assembly_shaders{};
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bool use_asynchronous_shaders{};
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bool use_asynchronous_shaders{};
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bool use_driver_cache{};
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bool use_driver_cache{};
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bool has_depth_buffer_float{};
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};
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};
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} // namespace OpenGL
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} // namespace OpenGL
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@ -889,7 +889,11 @@ void RasterizerOpenGL::SyncViewport() {
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const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne;
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const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne;
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const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
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const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
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const GLdouble far_depth = src.translate_z + src.scale_z;
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const GLdouble far_depth = src.translate_z + src.scale_z;
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glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth);
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if (device.HasDepthBufferFloat()) {
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glDepthRangeIndexeddNV(static_cast<GLuint>(i), near_depth, far_depth);
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} else {
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glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth);
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}
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if (!GLAD_GL_NV_viewport_swizzle) {
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if (!GLAD_GL_NV_viewport_swizzle) {
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continue;
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continue;
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