diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index bf1500ab0f..431690ca25 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -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; } diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index 812a0adf11..d72ab7497a 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -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; } diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index a92c4810f4..f55d06ecbc 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -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); } diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp index 77f6fd3453..765601b329 100644 --- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp +++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp @@ -4,6 +4,7 @@ #include "VideoBackends/Vulkan/Renderer.h" +#include #include #include #include @@ -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; }