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author | bunnei <bunneidev@gmail.com> | 2021-02-26 23:06:55 +0100 |
---|---|---|
committer | GitHub <noreply@github.com> | 2021-02-26 23:06:55 +0100 |
commit | 272bc4c3d633d8e0d0c267887576ac1aad1ab634 (patch) | |
tree | 92000a5d1ecb4babad48a1462df4ade7597782ec /src | |
parent | Merge pull request #5977 from Morph1984/stub-acc (diff) | |
parent | Implement glDepthRangeIndexeddNV (diff) | |
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Diffstat (limited to 'src')
-rw-r--r-- | src/video_core/renderer_opengl/gl_device.cpp | 2 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_device.h | 5 | ||||
-rw-r--r-- | src/video_core/renderer_opengl/gl_rasterizer.cpp | 6 |
3 files changed, 12 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index 48d5c4a5e..1ae5f1d62 100644 --- a/src/video_core/renderer_opengl/gl_device.cpp +++ b/src/video_core/renderer_opengl/gl_device.cpp @@ -239,6 +239,7 @@ Device::Device() { has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2; has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory; has_debugging_tool_attached = IsDebugToolAttached(extensions); + has_depth_buffer_float = HasExtension(extensions, "GL_NV_depth_buffer_float"); // At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive // uniform buffers as "push constants" @@ -275,6 +276,7 @@ Device::Device(std::nullptr_t) { has_image_load_formatted = true; has_texture_shadow_lod = true; has_variable_aoffi = true; + has_depth_buffer_float = true; } bool Device::TestVariableAoffi() { diff --git a/src/video_core/renderer_opengl/gl_device.h b/src/video_core/renderer_opengl/gl_device.h index ee053776d..f24bd0c7b 100644 --- a/src/video_core/renderer_opengl/gl_device.h +++ b/src/video_core/renderer_opengl/gl_device.h @@ -122,6 +122,10 @@ public: return use_driver_cache; } + bool HasDepthBufferFloat() const { + return has_depth_buffer_float; + } + private: static bool TestVariableAoffi(); static bool TestPreciseBug(); @@ -150,6 +154,7 @@ private: bool use_assembly_shaders{}; bool use_asynchronous_shaders{}; bool use_driver_cache{}; + bool has_depth_buffer_float{}; }; } // namespace OpenGL diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp index 418644108..4610fd160 100644 --- a/src/video_core/renderer_opengl/gl_rasterizer.cpp +++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp @@ -889,7 +889,11 @@ void RasterizerOpenGL::SyncViewport() { const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne; const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z; const GLdouble far_depth = src.translate_z + src.scale_z; - glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth); + if (device.HasDepthBufferFloat()) { + glDepthRangeIndexeddNV(static_cast<GLuint>(i), near_depth, far_depth); + } else { + glDepthRangeIndexed(static_cast<GLuint>(i), near_depth, far_depth); + } if (!GLAD_GL_NV_viewport_swizzle) { continue; |