mirror of
https://github.com/yuzu-emu/yuzu.git
synced 2024-07-04 23:31:19 +01:00
Implement glDepthRangeIndexeddNV
This commit is contained in:
parent
ae876ed047
commit
d31dbb1bc1
5 changed files with 17 additions and 1 deletions
3
externals/glad/include/glad/glad.h
vendored
3
externals/glad/include/glad/glad.h
vendored
|
@ -5156,6 +5156,9 @@ GLAPI PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv;
|
|||
typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f);
|
||||
GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed;
|
||||
#define glDepthRangeIndexed glad_glDepthRangeIndexed
|
||||
typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDDNVPROC)(GLuint index, GLdouble n, GLdouble f);
|
||||
GLAPI PFNGLDEPTHRANGEINDEXEDDNVPROC glad_glDepthRangeIndexeddNV;
|
||||
#define glDepthRangeIndexeddNV glad_glDepthRangeIndexeddNV
|
||||
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data);
|
||||
GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v;
|
||||
#define glGetFloati_v glad_glGetFloati_v
|
||||
|
|
2
externals/glad/src/glad.c
vendored
2
externals/glad/src/glad.c
vendored
|
@ -1044,6 +1044,7 @@ PFNGLDEPTHMASKPROC glad_glDepthMask = NULL;
|
|||
PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL;
|
||||
PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL;
|
||||
PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL;
|
||||
PFNGLDEPTHRANGEINDEXEDDNVPROC glad_glDepthRangeIndexeddNV = NULL;
|
||||
PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL;
|
||||
PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
|
||||
PFNGLDISABLEPROC glad_glDisable = NULL;
|
||||
|
@ -7971,6 +7972,7 @@ static void load_GL_NV_depth_buffer_float(GLADloadproc load) {
|
|||
glad_glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)load("glDepthRangedNV");
|
||||
glad_glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)load("glClearDepthdNV");
|
||||
glad_glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)load("glDepthBoundsdNV");
|
||||
glad_glDepthRangeIndexeddNV = (PFNGLDEPTHRANGEINDEXEDDNVPROC)load("glDepthRangeIndexeddNV");
|
||||
}
|
||||
static void load_GL_NV_draw_texture(GLADloadproc load) {
|
||||
if(!GLAD_GL_NV_draw_texture) return;
|
||||
|
|
|
@ -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() {
|
||||
|
|
|
@ -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
|
||||
|
|
|
@ -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;
|
||||
|
|
Loading…
Reference in a new issue