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rsx: Enable fallback for devices without wide integer Z buffers
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@ -125,6 +125,7 @@ void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS)
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properties2.domain = glsl::glsl_vertex_program;
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properties2.require_lit_emulation = properties.has_lit_op;
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properties2.emulate_zclip_transform = true;
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properties2.quantize_depth_values = dev_caps.vendor_AMD;
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properties2.emulate_depth_clip_only = dev_caps.NV_depth_buffer_float_supported;
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insert_glsl_legacy_function(OS, properties2);
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@ -603,6 +603,17 @@ namespace glsl
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{
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if (props.emulate_depth_clip_only)
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{
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// Optionally quantize Z values. This doesn't work fully since fragment interpolation will add back intermediate values...
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// But it helps make the values closer to the correct integral counterparts
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if (!props.quantize_depth_values) [[likely]]
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{
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OS << "#define _quantize_z(value) (value)\n\n";
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}
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else
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{
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OS << "#define _quantize_z(value) (double(uint(value * 0xFFFFFFu)) / 16777215.0)\n\n";
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}
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// Technically the depth value here is the 'final' depth that should be stored in the Z buffer.
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// Forward mapping eqn is d' = d * (f - n) + n, where d' is the stored Z value (this) and d is the normalized API value.
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OS <<
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@ -615,7 +626,7 @@ namespace glsl
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" const double depth_range = double(real_f - real_n);\n"
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" const double inv_range = (depth_range > 0.0) ? (1.0 / (depth_range * pos.w)) : 0.0;\n"
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" const double d = (double(pos.z) - real_n) * inv_range;\n"
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" return vec4(pos.xy, float(d * pos.w), pos.w);\n"
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" return vec4(pos.xy, float(_quantize_z(d) * pos.w), pos.w);\n"
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" }\n"
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" else\n"
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" {\n"
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@ -34,6 +34,7 @@ namespace glsl
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bool emulate_shadow_compare : 1;
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bool emulate_zclip_transform : 1;
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bool emulate_depth_clip_only : 1;
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bool quantize_depth_values : 1;
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bool low_precision_tests : 1;
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bool disable_early_discard : 1;
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bool supports_native_fp16 : 1;
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@ -187,6 +187,7 @@ void VKVertexDecompilerThread::insertMainStart(std::stringstream & OS)
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properties2.domain = glsl::glsl_vertex_program;
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properties2.require_lit_emulation = properties.has_lit_op;
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properties2.emulate_zclip_transform = true;
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properties2.quantize_depth_values = !vk::g_render_device->get_formats_support().d24_unorm_s8;
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properties2.emulate_depth_clip_only = vk::g_render_device->get_shader_types_support().allow_float64;
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glsl::insert_glsl_legacy_function(OS, properties2);
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