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Merge pull request #7070 from FernandoS27/want-you-bad
Vulkan Rasterizer: Correct DepthBias/PolygonOffset on Vulkan.
This commit is contained in:
commit
494e34af6a
6 changed files with 31 additions and 3 deletions
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@ -38,6 +38,9 @@ enum : u8 {
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Shaders,
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Shaders,
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// Special entries
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DepthBiasGlobal,
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LastCommonEntry,
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LastCommonEntry,
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};
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};
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@ -627,9 +627,21 @@ void RasterizerVulkan::UpdateDepthBias(Tegra::Engines::Maxwell3D::Regs& regs) {
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if (!state_tracker.TouchDepthBias()) {
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if (!state_tracker.TouchDepthBias()) {
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return;
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return;
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}
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}
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scheduler.Record([constant = regs.polygon_offset_units, clamp = regs.polygon_offset_clamp,
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float units = regs.polygon_offset_units / 2.0f;
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const bool is_d24 = regs.zeta.format == Tegra::DepthFormat::S8_UINT_Z24_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::D24X8_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::D24S8_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::D24C8_UNORM;
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if (is_d24 && !device.SupportsD24DepthBuffer()) {
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// the base formulas can be obtained from here:
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// https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias
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const double rescale_factor =
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static_cast<double>(1ULL << (32 - 24)) / (static_cast<double>(0x1.ep+127));
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units = static_cast<float>(static_cast<double>(units) * rescale_factor);
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}
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scheduler.Record([constant = units, clamp = regs.polygon_offset_clamp,
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factor = regs.polygon_offset_factor](vk::CommandBuffer cmdbuf) {
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factor = regs.polygon_offset_factor](vk::CommandBuffer cmdbuf) {
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cmdbuf.SetDepthBias(constant, clamp, factor / 2.0f);
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cmdbuf.SetDepthBias(constant, clamp, factor);
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});
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});
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}
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}
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@ -79,7 +79,8 @@ public:
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}
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}
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bool TouchDepthBias() {
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bool TouchDepthBias() {
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return Exchange(Dirty::DepthBias, false);
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return Exchange(Dirty::DepthBias, false) ||
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Exchange(VideoCommon::Dirty::DepthBiasGlobal, false);
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}
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}
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bool TouchBlendConstants() {
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bool TouchBlendConstants() {
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@ -221,6 +221,7 @@ void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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BindRenderTarget(&render_targets.depth_buffer_id, FindDepthBuffer(is_clear));
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BindRenderTarget(&render_targets.depth_buffer_id, FindDepthBuffer(is_clear));
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}
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}
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const ImageViewId depth_buffer_id = render_targets.depth_buffer_id;
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const ImageViewId depth_buffer_id = render_targets.depth_buffer_id;
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PrepareImageView(depth_buffer_id, true, is_clear && IsFullClear(depth_buffer_id));
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PrepareImageView(depth_buffer_id, true, is_clear && IsFullClear(depth_buffer_id));
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for (size_t index = 0; index < NUM_RT; ++index) {
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for (size_t index = 0; index < NUM_RT; ++index) {
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@ -230,6 +231,8 @@ void TextureCache<P>::UpdateRenderTargets(bool is_clear) {
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maxwell3d.regs.render_area.width,
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maxwell3d.regs.render_area.width,
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maxwell3d.regs.render_area.height,
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maxwell3d.regs.render_area.height,
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};
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};
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flags[Dirty::DepthBiasGlobal] = true;
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}
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}
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template <class P>
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template <class P>
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@ -623,6 +623,10 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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is_float16_supported = false;
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is_float16_supported = false;
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}
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}
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supports_d24_depth =
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IsFormatSupported(VK_FORMAT_D24_UNORM_S8_UINT,
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VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT, FormatType::Optimal);
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graphics_queue = logical.GetQueue(graphics_family);
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graphics_queue = logical.GetQueue(graphics_family);
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present_queue = logical.GetQueue(present_family);
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present_queue = logical.GetQueue(present_family);
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}
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}
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@ -332,6 +332,10 @@ public:
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return sets_per_pool;
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return sets_per_pool;
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}
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}
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bool SupportsD24DepthBuffer() const {
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return supports_d24_depth;
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}
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private:
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private:
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/// Checks if the physical device is suitable.
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/// Checks if the physical device is suitable.
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void CheckSuitability(bool requires_swapchain) const;
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void CheckSuitability(bool requires_swapchain) const;
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@ -425,6 +429,7 @@ private:
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bool has_broken_cube_compatibility{}; ///< Has broken cube compatiblity bit
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bool has_broken_cube_compatibility{}; ///< Has broken cube compatiblity bit
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bool has_renderdoc{}; ///< Has RenderDoc attached
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bool has_renderdoc{}; ///< Has RenderDoc attached
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bool has_nsight_graphics{}; ///< Has Nsight Graphics attached
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bool has_nsight_graphics{}; ///< Has Nsight Graphics attached
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bool supports_d24_depth{}; ///< Supports D24 depth buffers.
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// Telemetry parameters
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// Telemetry parameters
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std::string vendor_name; ///< Device's driver name.
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std::string vendor_name; ///< Device's driver name.
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