diff --git a/Source/Core/VideoBackends/D3D/Render.cpp b/Source/Core/VideoBackends/D3D/Render.cpp index df9335265a..1877fde9d7 100644 --- a/Source/Core/VideoBackends/D3D/Render.cpp +++ b/Source/Core/VideoBackends/D3D/Render.cpp @@ -559,6 +559,10 @@ 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, 16777216.0f); + 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; if (Wd < 0.0f) { X += Wd; @@ -569,6 +573,11 @@ void Renderer::SetViewport() Y += Ht; Ht = -Ht; } + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = 1.0f - min_depth; + max_depth = 1.0f - max_depth; + } // In D3D, the viewport rectangle must fit within the render target. X = (X >= 0.f) ? X : 0.f; @@ -581,7 +590,7 @@ void Renderer::SetViewport() // the maximum value supported by the console GPU. We also need to account for the // fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as // an inverted near value. - D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - GX_MAX_DEPTH, D3D11_MAX_DEPTH); + D3D11_VIEWPORT vp = CD3D11_VIEWPORT(X, Y, Wd, Ht, 1.0f - max_depth, 1.0f - min_depth); D3D::context->RSSetViewports(1, &vp); } diff --git a/Source/Core/VideoBackends/D3D12/Render.cpp b/Source/Core/VideoBackends/D3D12/Render.cpp index d5a2baa661..ce22583c68 100644 --- a/Source/Core/VideoBackends/D3D12/Render.cpp +++ b/Source/Core/VideoBackends/D3D12/Render.cpp @@ -464,6 +464,10 @@ 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, 16777216.0f); + 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; if (width < 0.0f) { x += width; @@ -474,6 +478,11 @@ void Renderer::SetViewport() y += height; height = -height; } + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = 1.0f - min_depth; + max_depth = 1.0f - max_depth; + } // In D3D, the viewport rectangle must fit within the render target. x = (x >= 0.f) ? x : 0.f; @@ -486,7 +495,7 @@ void Renderer::SetViewport() // the maximum value supported by the console GPU. We also need to account for the // fact that the entire depth buffer is inverted on D3D, so we set GX_MAX_DEPTH as // an inverted near value. - D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - GX_MAX_DEPTH, D3D12_MAX_DEPTH}; + D3D12_VIEWPORT vp = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth}; D3D::current_command_list->RSSetViewports(1, &vp); } diff --git a/Source/Core/VideoBackends/OGL/Render.cpp b/Source/Core/VideoBackends/OGL/Render.cpp index c3416f2b4d..f49e501ff0 100644 --- a/Source/Core/VideoBackends/OGL/Render.cpp +++ b/Source/Core/VideoBackends/OGL/Render.cpp @@ -1122,12 +1122,10 @@ void Renderer::SetViewport() (float)scissorYOff); float Width = EFBToScaledXf(2.0f * xfmem.viewport.wd); float Height = EFBToScaledYf(-2.0f * xfmem.viewport.ht); - float GLNear = MathUtil::Clamp( - xfmem.viewport.farZ - - MathUtil::Clamp(xfmem.viewport.zRange, -16777216.0f, 16777216.0f), - 0.0f, 16777215.0f) / - 16777216.0f; - float GLFar = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; + float range = MathUtil::Clamp(xfmem.viewport.zRange, -16777216.0f, 16777216.0f); + 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; if (Width < 0) { X += Width; @@ -1154,17 +1152,7 @@ void Renderer::SetViewport() // 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. - if (g_ActiveConfig.backend_info.bSupportsDepthClamp) - { - if (xfmem.viewport.zRange < 0.0f) - glDepthRangef(0.0f, GX_MAX_DEPTH); - else - glDepthRangef(GX_MAX_DEPTH, 0.0f); - } - else - { - glDepthRangef(GLFar, GLNear); - } + glDepthRangef(max_depth, min_depth); } void Renderer::ClearScreen(const EFBRectangle& rc, bool colorEnable, bool alphaEnable, bool zEnable, diff --git a/Source/Core/VideoBackends/Vulkan/Renderer.cpp b/Source/Core/VideoBackends/Vulkan/Renderer.cpp index 9c558aa9f9..a375d89012 100644 --- a/Source/Core/VideoBackends/Vulkan/Renderer.cpp +++ b/Source/Core/VideoBackends/Vulkan/Renderer.cpp @@ -1635,6 +1635,10 @@ 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, -16777216.0f, 16777216.0f); + 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; if (width < 0.0f) { x += width; @@ -1645,29 +1649,16 @@ void Renderer::SetViewport() y += height; height = -height; } + if (xfmem.viewport.zRange < 0.0f) + { + min_depth = 1.0f - min_depth; + max_depth = 1.0f - max_depth; + } // 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. - float min_depth, max_depth; - if (g_ActiveConfig.backend_info.bSupportsDepthClamp) - { - min_depth = 1.0f - GX_MAX_DEPTH; - max_depth = 1.0f; - } - else - { - float near_val = MathUtil::Clamp(xfmem.viewport.farZ - - MathUtil::Clamp(xfmem.viewport.zRange, - -16777216.0f, 16777216.0f), - 0.0f, 16777215.0f) / - 16777216.0f; - float far_val = MathUtil::Clamp(xfmem.viewport.farZ, 0.0f, 16777215.0f) / 16777216.0f; - min_depth = near_val; - max_depth = far_val; - } - - VkViewport viewport = {x, y, width, height, min_depth, max_depth}; + VkViewport viewport = {x, y, width, height, 1.0f - max_depth, 1.0f - min_depth}; StateTracker::GetInstance()->SetViewport(viewport); } diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index d3ea2a774a..8f44f1735e 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -30,6 +30,10 @@ VertexShaderUid GetVertexShaderUid() uid_data->msaa = g_ActiveConfig.iMultisamples > 1; uid_data->ssaa = g_ActiveConfig.iMultisamples > 1 && g_ActiveConfig.bSSAA; uid_data->numColorChans = xfmem.numChan.numColorChans; + uid_data->vertex_depth = + g_ActiveConfig.backend_info.bSupportsDepthClamp && + ((fabs(xfmem.viewport.zRange) > 16777215.0f || fabs(xfmem.viewport.farZ) > 16777215.0f) || + (xfmem.viewport.zRange < 0.0f && !g_ActiveConfig.backend_info.bSupportsReversedDepthRange)); GetLightingShaderUid(uid_data->lighting); @@ -416,13 +420,10 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da out.Write("o.colors_1 = color1;\n"); } - // Write the true depth value. If the game uses depth textures, then the pixel shader will - // override it with the correct values if not then early z culling will improve speed. + // If we can disable the incorrect depth clipping planes using depth clamping, then we can do + // our own depth clipping and calculate the depth range before the perspective divide. if (g_ActiveConfig.backend_info.bSupportsDepthClamp) { - // If we can disable the incorrect depth clipping planes using depth clamping, then we can do - // our own depth clipping and calculate the depth range before the perspective divide. - // Since we're adjusting z for the depth range before the perspective divide, we have to do our // own clipping. We want to clip so that -w <= z <= 0, which matches the console -1..0 range. // We adjust our depth value for clipping purposes to match the perspective projection in the @@ -430,7 +431,12 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da out.Write("float clipDepth = o.pos.z * (1.0 - 1e-7);\n"); out.Write("o.clipDist0 = clipDepth + o.pos.w;\n"); // Near: z < -w out.Write("o.clipDist1 = -clipDepth;\n"); // Far: z > 0 + } + // Write the true depth value. If the game uses depth textures, then the pixel shader will + // override it with the correct values if not then early z culling will improve speed. + if (uid_data->vertex_depth) + { // Adjust z for the depth range. We're using an equation which incorperates a depth inversion, // so we can map the console -1..0 range to the 0..1 range used in the depth buffer. // We have to handle the depth range in the vertex shader instead of after the perspective diff --git a/Source/Core/VideoCommon/VertexShaderGen.h b/Source/Core/VideoCommon/VertexShaderGen.h index 4b9e9d1d39..4936ce6ba8 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.h +++ b/Source/Core/VideoCommon/VertexShaderGen.h @@ -43,7 +43,8 @@ struct vertex_shader_uid_data u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is // 8 bits wide u32 ssaa : 1; - u32 pad : 15; + u32 vertex_depth : 1; + u32 pad : 14; struct {