diff --git a/Source/Core/Common/Common.vcxproj b/Source/Core/Common/Common.vcxproj
index a30d70b4c9..928c8c8196 100644
--- a/Source/Core/Common/Common.vcxproj
+++ b/Source/Core/Common/Common.vcxproj
@@ -109,6 +109,7 @@
+
diff --git a/Source/Core/Common/Common.vcxproj.filters b/Source/Core/Common/Common.vcxproj.filters
index e68660d752..b6dd7d27e0 100644
--- a/Source/Core/Common/Common.vcxproj.filters
+++ b/Source/Core/Common/Common.vcxproj.filters
@@ -226,6 +226,9 @@
GL\GLExtensions
+
+ GL\GLExtensions
+
GL\GLInterface
diff --git a/Source/Core/Common/GL/GLExtensions/GLExtensions.cpp b/Source/Core/Common/GL/GLExtensions/GLExtensions.cpp
index 591792468e..ff252bb1f7 100644
--- a/Source/Core/Common/GL/GLExtensions/GLExtensions.cpp
+++ b/Source/Core/Common/GL/GLExtensions/GLExtensions.cpp
@@ -984,6 +984,11 @@ PFNDOLCOPYIMAGESUBDATAPROC dolCopyImageSubData;
// ARB_shader_storage_buffer_object
PFNDOLSHADERSTORAGEBLOCKBINDINGPROC dolShaderStorageBlockBinding;
+// NV_depth_buffer_float
+PFNDOLDEPTHRANGEDNVPROC dolDepthRangedNV;
+PFNDOLCLEARDEPTHDNVPROC dolClearDepthdNV;
+PFNDOLDEPTHBOUNDSDNVPROC dolDepthBoundsdNV;
+
// Creates a GLFunc object that requires a feature
#define GLFUNC_REQUIRES(x, y) \
{ \
@@ -1838,6 +1843,11 @@ const GLFunc gl_function_array[] = {
// ARB_shader_storage_buffer_object
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
@@ -2060,26 +2070,21 @@ static void InitExtensionList()
// Quite a lot of these had their names changed when merged in to core
// Disable the ones that have
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_APPLE_flush_buffer_range",
- "GL_ARB_color_buffer_float",
- //"GL_NV_depth_buffer_float",
- "GL_ARB_texture_float",
//"GL_EXT_packed_float",
//"GL_EXT_texture_shared_exponent",
- "GL_ARB_half_float_pixel",
//"GL_NV_half_float",
- "GL_ARB_framebuffer_object",
//"GL_EXT_framebuffer_sRGB",
- "GL_ARB_texture_float",
- //"GL_EXT_texture_integer",
//"GL_EXT_draw_buffers2",
//"GL_EXT_texture_integer",
//"GL_EXT_texture_array",
//"GL_EXT_texture_compression_rgtc",
//"GL_EXT_transform_feedback",
- "GL_ARB_vertex_array_object",
//"GL_NV_conditional_render",
"VERSION_3_0",
};
diff --git a/Source/Core/Common/GL/GLExtensions/GLExtensions.h b/Source/Core/Common/GL/GLExtensions/GLExtensions.h
index fa00aa4a97..4c58167700 100644
--- a/Source/Core/Common/GL/GLExtensions/GLExtensions.h
+++ b/Source/Core/Common/GL/GLExtensions/GLExtensions.h
@@ -31,6 +31,7 @@
#include "Common/GL/GLExtensions/EXT_texture_filter_anisotropic.h"
#include "Common/GL/GLExtensions/HP_occlusion_test.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_primitive_restart.h"
#include "Common/GL/GLExtensions/gl_1_1.h"
diff --git a/Source/Core/Common/GL/GLExtensions/NV_depth_buffer_float.h b/Source/Core/Common/GL/GLExtensions/NV_depth_buffer_float.h
new file mode 100644
index 0000000000..7912c55ba2
--- /dev/null
+++ b/Source/Core/Common/GL/GLExtensions/NV_depth_buffer_float.h
@@ -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
diff --git a/Source/Core/Core/Analytics.cpp b/Source/Core/Core/Analytics.cpp
index 8638b79dba..7c71446565 100644
--- a/Source/Core/Core/Analytics.cpp
+++ b/Source/Core/Core/Analytics.cpp
@@ -234,6 +234,8 @@ void DolphinAnalytics::MakePerGameBuilder()
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-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-3d-vision", g_Config.backend_info.bSupports3DVision);
builder.AddData("gpu-has-early-z", g_Config.backend_info.bSupportsEarlyZ);
diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp
index f937ed60b4..b082963820 100644
--- a/Source/Core/VideoBackends/D3D/Render.cpp
+++ b/Source/Core/VideoBackends/D3D/Render.cpp
@@ -546,10 +546,8 @@ void Renderer::SetViewport()
float Y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissorYOff);
float Wd = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Ht = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
- float range = MathUtil::Clamp(xfmem.viewport.zRange, 0.0f, 16777215.0f);
- float min_depth =
- MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
- float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
+ float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
+ float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (Wd < 0.0f)
{
X += Wd;
@@ -561,10 +559,11 @@ 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 (UseVertexDepthRange())
{
+ // 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/D3D/main.cpp b/Source/Core/VideoBackends/D3D/main.cpp
index 2fc00dc037..eb7048a311 100644
--- a/Source/Core/VideoBackends/D3D/main.cpp
+++ b/Source/Core/VideoBackends/D3D/main.cpp
@@ -66,6 +66,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
+ g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPostProcessing = false;
diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp
index e5ca00bd7e..da5e48c053 100644
--- a/Source/Core/VideoBackends/D3D12/Render.cpp
+++ b/Source/Core/VideoBackends/D3D12/Render.cpp
@@ -454,10 +454,8 @@ void Renderer::SetViewport()
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
- float range = MathUtil::Clamp(xfmem.viewport.zRange, 0.0f, 16777215.0f);
- float min_depth =
- MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
- float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
+ float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
+ float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (width < 0.0f)
{
x += width;
@@ -469,10 +467,11 @@ 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 (UseVertexDepthRange())
{
+ // 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/main.cpp b/Source/Core/VideoBackends/D3D12/main.cpp
index bae916e0f8..11ead5a4e1 100644
--- a/Source/Core/VideoBackends/D3D12/main.cpp
+++ b/Source/Core/VideoBackends/D3D12/main.cpp
@@ -69,6 +69,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = false;
+ g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = true;
g_Config.backend_info.bSupportsPostProcessing = false;
diff --git a/Source/Core/VideoBackends/Null/NullBackend.cpp b/Source/Core/VideoBackends/Null/NullBackend.cpp
index 1fe0914a91..b4d85eee65 100644
--- a/Source/Core/VideoBackends/Null/NullBackend.cpp
+++ b/Source/Core/VideoBackends/Null/NullBackend.cpp
@@ -29,6 +29,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsOversizedViewports = true;
+ g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsGeometryShaders = true;
g_Config.backend_info.bSupports3DVision = false;
g_Config.backend_info.bSupportsEarlyZ = true;
diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp
index 621c21c539..391fa7d2bd 100644
--- a/Source/Core/VideoBackends/OGL/Render.cpp
+++ b/Source/Core/VideoBackends/OGL/Render.cpp
@@ -437,6 +437,8 @@ Renderer::Renderer()
// 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.bSupportsOversizedDepthRanges =
+ GLExtensions::Supports("GL_NV_depth_buffer_float");
g_ogl_config.bSupportsGLSLCache = GLExtensions::Supports("GL_ARB_get_program_binary");
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),
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.bSupportsPrimitiveRestart ? "" : "PrimitiveRestart ",
g_ActiveConfig.backend_info.bSupportsEarlyZ ? "" : "EarlyZ ",
@@ -638,7 +640,8 @@ Renderer::Renderer()
g_ActiveConfig.backend_info.bSupportsGSInstancing ? "" : "GSInstancing ",
g_ActiveConfig.backend_info.bSupportsClipControl ? "" : "ClipControl ",
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_MSAASamples = s_last_multisamples;
@@ -1052,10 +1055,8 @@ void Renderer::SetViewport()
(float)scissorYOff);
float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd);
float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht);
- float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777215.0f, 16777215.0f);
- float min_depth =
- MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
- float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
+ float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
+ float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (Width < 0)
{
X += Width;
@@ -1078,11 +1079,36 @@ 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.
- glDepthRangef(max_depth, min_depth);
+ if (!g_ActiveConfig.backend_info.bSupportsOversizedDepthRanges &&
+ !g_ActiveConfig.backend_info.bSupportsDepthClamp)
+ {
+ // 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);
}
void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable,
diff --git a/Source/Core/VideoBackends/OGL/main.cpp b/Source/Core/VideoBackends/OGL/main.cpp
index 3be16a6cbf..f2901caa20 100644
--- a/Source/Core/VideoBackends/OGL/main.cpp
+++ b/Source/Core/VideoBackends/OGL/main.cpp
@@ -109,6 +109,7 @@ void VideoBackend::InitBackendInfo()
g_Config.backend_info.bSupportsInternalResolutionFrameDumps = true;
// Overwritten in Render.cpp later
+ g_Config.backend_info.bSupportsOversizedDepthRanges = false;
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsPrimitiveRestart = true;
g_Config.backend_info.bSupportsPaletteConversion = true;
diff --git a/Source/Core/VideoBackends/Software/SWmain.cpp b/Source/Core/VideoBackends/Software/SWmain.cpp
index 96ebdd8adb..b98eb0955f 100644
--- a/Source/Core/VideoBackends/Software/SWmain.cpp
+++ b/Source/Core/VideoBackends/Software/SWmain.cpp
@@ -129,6 +129,7 @@ void VideoSoftware::InitBackendInfo()
g_Config.backend_info.bSupportsDualSourceBlend = true;
g_Config.backend_info.bSupportsEarlyZ = true;
g_Config.backend_info.bSupportsOversizedViewports = true;
+ g_Config.backend_info.bSupportsOversizedDepthRanges = true;
g_Config.backend_info.bSupportsPrimitiveRestart = false;
g_Config.backend_info.bSupportsMultithreading = false;
g_Config.backend_info.bSupportsInternalResolutionFrameDumps = false;
diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
index d44317b3de..0a65290dd0 100644
--- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp
+++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp
@@ -1628,10 +1628,8 @@ void Renderer::SetViewport()
float y = Renderer::EFBToScaledYf(xfmem.viewport.yOrig + xfmem.viewport.ht - scissor_y_offset);
float width = Renderer::EFBToScaledXf(2.0f * xfmem.viewport.wd);
float height = Renderer::EFBToScaledYf(-2.0f * xfmem.viewport.ht);
- float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777215.0f, 16777215.0f);
- float min_depth =
- MathUtil::Clamp(xfmem.viewport.farZ - range, 0.0f, 16777215.0f) / 16777216.0f;
- float max_depth = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f;
+ float min_depth = (xfmem.viewport.farZ - xfmem.viewport.zRange) / 16777216.0f;
+ float max_depth = xfmem.viewport.farZ / 16777216.0f;
if (width < 0.0f)
{
x += width;
@@ -1643,11 +1641,12 @@ 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 (UseVertexDepthRange())
{
+ // 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/Vulkan/VulkanContext.cpp b/Source/Core/VideoBackends/Vulkan/VulkanContext.cpp
index 1487e09afc..43051d4099 100644
--- a/Source/Core/VideoBackends/Vulkan/VulkanContext.cpp
+++ b/Source/Core/VideoBackends/Vulkan/VulkanContext.cpp
@@ -225,15 +225,16 @@ VulkanContext::GPUList VulkanContext::EnumerateGPUs(VkInstance instance)
void VulkanContext::PopulateBackendInfo(VideoConfig* config)
{
config->backend_info.api_type = APIType::Vulkan;
- config->backend_info.bSupportsExclusiveFullscreen = false; // Currently WSI does not allow this.
- config->backend_info.bSupports3DVision = false; // D3D-exclusive.
- config->backend_info.bSupportsOversizedViewports = true; // Assumed support.
- config->backend_info.bSupportsEarlyZ = true; // Assumed support.
- config->backend_info.bSupportsPrimitiveRestart = true; // Assumed support.
- config->backend_info.bSupportsBindingLayout = false; // Assumed support.
- config->backend_info.bSupportsPaletteConversion = true; // Assumed support.
- config->backend_info.bSupportsClipControl = true; // Assumed support.
- config->backend_info.bSupportsMultithreading = true; // Assumed support.
+ config->backend_info.bSupportsExclusiveFullscreen = false; // Currently WSI does not allow this.
+ config->backend_info.bSupports3DVision = false; // D3D-exclusive.
+ 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.bSupportsPrimitiveRestart = true; // Assumed support.
+ config->backend_info.bSupportsBindingLayout = false; // Assumed support.
+ config->backend_info.bSupportsPaletteConversion = true; // Assumed support.
+ config->backend_info.bSupportsClipControl = true; // Assumed support.
+ config->backend_info.bSupportsMultithreading = true; // Assumed support.
config->backend_info.bSupportsInternalResolutionFrameDumps = true; // Assumed support.
config->backend_info.bSupportsPostProcessing = false; // No support yet.
config->backend_info.bSupportsDualSourceBlend = false; // Dependent on features.
diff --git a/Source/Core/VideoCommon/BPStructs.cpp b/Source/Core/VideoCommon/BPStructs.cpp
index 8384080099..774754839b 100644
--- a/Source/Core/VideoCommon/BPStructs.cpp
+++ b/Source/Core/VideoCommon/BPStructs.cpp
@@ -332,6 +332,8 @@ static void BPWritten(const BPCmd& bp)
{
if (bp.changes & 3)
PixelShaderManager::SetZTextureTypeChanged();
+ if (bp.changes & 12)
+ VertexShaderManager::SetViewportChanged();
#if defined(_DEBUG) || defined(DEBUGFAST)
const char* pzop[] = {"DISABLE", "ADD", "REPLACE", "?"};
const char* pztype[] = {"Z8", "Z16", "Z24", "?"};
diff --git a/Source/Core/VideoCommon/RenderBase.cpp b/Source/Core/VideoCommon/RenderBase.cpp
index 1c99e51950..87b3a5314a 100644
--- a/Source/Core/VideoCommon/RenderBase.cpp
+++ b/Source/Core/VideoCommon/RenderBase.cpp
@@ -926,3 +926,32 @@ void Renderer::DumpFrameToImage(const FrameDumpConfig& config)
TextureToPng(config.data, config.stride, filename, config.width, config.height, false);
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;
+ }
+}
diff --git a/Source/Core/VideoCommon/RenderBase.h b/Source/Core/VideoCommon/RenderBase.h
index b1291adf0d..93c22f6202 100644
--- a/Source/Core/VideoCommon/RenderBase.h
+++ b/Source/Core/VideoCommon/RenderBase.h
@@ -140,6 +140,8 @@ public:
// Final surface changing
// This is called when the surface is resized (WX) or the window changes (Android).
virtual void ChangeSurface(void* new_surface_handle) {}
+ bool UseVertexDepthRange() const;
+
protected:
void CalculateTargetScale(int x, int y, int* scaledX, int* scaledY);
bool CalculateTargetSize();
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index 4c3959d92d..36bace7426 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -391,39 +391,27 @@ void VertexShaderManager::SetConstants()
constants.pixelcentercorrection[2] = 1.0f;
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
- // the far value to get a reversed depth range mapping. This is necessary
- // 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.
+ // the far value to use the reversed-Z trick.
if (g_ActiveConfig.backend_info.bSupportsReversedDepthRange)
{
- if (fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f)
- {
- // 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;
- if (xfmem.viewport.zRange < 0.0f)
- constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
- else
- constants.pixelcentercorrection[3] = 1.0f - 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.
+ constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
+ if (xfmem.viewport.zRange < 0.0f)
+ constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
+ else
+ constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
}
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
- // cases where the console uses reversed depth correctly. But we simply can't
- // provide the same accuracy as the console.
- constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
- constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
- }
+ // For backends that don't support reversing the depth range we can still render
+ // cases where the console uses the reversed-Z trick. But we simply can't provide
+ // the expected accuracy, which might result in z-fighting.
+ constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
+ constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
}
}
diff --git a/Source/Core/VideoCommon/VideoConfig.h b/Source/Core/VideoCommon/VideoConfig.h
index ec79e6de48..d62334df8e 100644
--- a/Source/Core/VideoCommon/VideoConfig.h
+++ b/Source/Core/VideoCommon/VideoConfig.h
@@ -179,6 +179,7 @@ struct VideoConfig final
bool bSupportsDualSourceBlend;
bool bSupportsPrimitiveRestart;
bool bSupportsOversizedViewports;
+ bool bSupportsOversizedDepthRanges;
bool bSupportsGeometryShaders;
bool bSupports3DVision;
bool bSupportsEarlyZ; // needed by PixelShaderGen, so must stay in VideoCommon