VideoBackends: Set the maximum range when the depth range is oversized.

The depth values generated by the vertex shader need to be clamped correctly.
This commit is contained in:
Jules Blok 2017-02-19 16:41:04 +01:00
parent 51944afa56
commit 28e6e259ed
4 changed files with 36 additions and 14 deletions

View File

@ -576,10 +576,12 @@ 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)
// If an inverted or oversized depth range is used, we need to calculate the depth range in the
// vertex shader.
if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
fabs(xfmem.viewport.farZ) > 16777215.0f)
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}

View File

@ -481,10 +481,12 @@ 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)
// If an inverted or oversized depth range is used, we need to calculate the depth range in the
// vertex shader.
if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
fabs(xfmem.viewport.farZ) > 16777215.0f)
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}

View File

@ -1123,6 +1123,24 @@ void Renderer::SetViewport()
Height *= -1;
}
// If an oversized depth range is used, we need to calculate the depth range in the vertex shader.
if (g_ActiveConfig.backend_info.bSupportsDepthClamp &&
(fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f))
{
// 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;
}
}
// Update the view port
if (g_ogl_config.bSupportViewportFloat)
{
@ -1134,10 +1152,7 @@ void Renderer::SetViewport()
glViewport(iceilf(X), iceilf(Y), iceilf(Width), iceilf(Height));
}
// Set the reversed depth range. 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.
// Set the reversed depth range.
glDepthRangef(max_depth, min_depth);
}

View File

@ -4,6 +4,7 @@
#include "VideoBackends/Vulkan/Renderer.h"
#include <cmath>
#include <cstddef>
#include <cstdio>
#include <limits>
@ -1655,11 +1656,13 @@ void Renderer::SetViewport()
height = -height;
}
// 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)
// If an oversized or inverted depth range is used, we need to calculate the depth range in the
// vertex shader.
// TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
fabs(xfmem.viewport.farZ) > 16777215.0f)
{
// We need to ensure depth values are clamped the maximum value supported by the console GPU.
min_depth = 0.0f;
max_depth = GX_MAX_DEPTH;
}