Merge pull request #5997 from Kelebek1/Depth
[OpenGL] Implement glDepthRangeIndexeddNV
This commit is contained in:
commit
272bc4c3d6
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);
|
typedef void (APIENTRYP PFNGLDEPTHRANGEINDEXEDPROC)(GLuint index, GLdouble n, GLdouble f);
|
||||||
GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed;
|
GLAPI PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed;
|
||||||
#define glDepthRangeIndexed 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);
|
typedef void (APIENTRYP PFNGLGETFLOATI_VPROC)(GLenum target, GLuint index, GLfloat *data);
|
||||||
GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v;
|
GLAPI PFNGLGETFLOATI_VPROC glad_glGetFloati_v;
|
||||||
#define glGetFloati_v 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;
|
PFNGLDEPTHRANGEPROC glad_glDepthRange = NULL;
|
||||||
PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL;
|
PFNGLDEPTHRANGEARRAYVPROC glad_glDepthRangeArrayv = NULL;
|
||||||
PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL;
|
PFNGLDEPTHRANGEINDEXEDPROC glad_glDepthRangeIndexed = NULL;
|
||||||
|
PFNGLDEPTHRANGEINDEXEDDNVPROC glad_glDepthRangeIndexeddNV = NULL;
|
||||||
PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL;
|
PFNGLDEPTHRANGEFPROC glad_glDepthRangef = NULL;
|
||||||
PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
|
PFNGLDETACHSHADERPROC glad_glDetachShader = NULL;
|
||||||
PFNGLDISABLEPROC glad_glDisable = 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_glDepthRangedNV = (PFNGLDEPTHRANGEDNVPROC)load("glDepthRangedNV");
|
||||||
glad_glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)load("glClearDepthdNV");
|
glad_glClearDepthdNV = (PFNGLCLEARDEPTHDNVPROC)load("glClearDepthdNV");
|
||||||
glad_glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)load("glDepthBoundsdNV");
|
glad_glDepthBoundsdNV = (PFNGLDEPTHBOUNDSDNVPROC)load("glDepthBoundsdNV");
|
||||||
|
glad_glDepthRangeIndexeddNV = (PFNGLDEPTHRANGEINDEXEDDNVPROC)load("glDepthRangeIndexeddNV");
|
||||||
}
|
}
|
||||||
static void load_GL_NV_draw_texture(GLADloadproc load) {
|
static void load_GL_NV_draw_texture(GLADloadproc load) {
|
||||||
if(!GLAD_GL_NV_draw_texture) return;
|
if(!GLAD_GL_NV_draw_texture) return;
|
||||||
|
@ -239,6 +239,7 @@ Device::Device() {
|
|||||||
has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
|
has_nv_viewport_array2 = GLAD_GL_NV_viewport_array2;
|
||||||
has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
|
has_vertex_buffer_unified_memory = GLAD_GL_NV_vertex_buffer_unified_memory;
|
||||||
has_debugging_tool_attached = IsDebugToolAttached(extensions);
|
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
|
// At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive
|
||||||
// uniform buffers as "push constants"
|
// uniform buffers as "push constants"
|
||||||
@ -275,6 +276,7 @@ Device::Device(std::nullptr_t) {
|
|||||||
has_image_load_formatted = true;
|
has_image_load_formatted = true;
|
||||||
has_texture_shadow_lod = true;
|
has_texture_shadow_lod = true;
|
||||||
has_variable_aoffi = true;
|
has_variable_aoffi = true;
|
||||||
|
has_depth_buffer_float = true;
|
||||||
}
|
}
|
||||||
|
|
||||||
bool Device::TestVariableAoffi() {
|
bool Device::TestVariableAoffi() {
|
||||||
|
@ -122,6 +122,10 @@ public:
|
|||||||
return use_driver_cache;
|
return use_driver_cache;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool HasDepthBufferFloat() const {
|
||||||
|
return has_depth_buffer_float;
|
||||||
|
}
|
||||||
|
|
||||||
private:
|
private:
|
||||||
static bool TestVariableAoffi();
|
static bool TestVariableAoffi();
|
||||||
static bool TestPreciseBug();
|
static bool TestPreciseBug();
|
||||||
@ -150,6 +154,7 @@ private:
|
|||||||
bool use_assembly_shaders{};
|
bool use_assembly_shaders{};
|
||||||
bool use_asynchronous_shaders{};
|
bool use_asynchronous_shaders{};
|
||||||
bool use_driver_cache{};
|
bool use_driver_cache{};
|
||||||
|
bool has_depth_buffer_float{};
|
||||||
};
|
};
|
||||||
|
|
||||||
} // namespace OpenGL
|
} // namespace OpenGL
|
||||||
|
@ -889,7 +889,11 @@ void RasterizerOpenGL::SyncViewport() {
|
|||||||
const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne;
|
const GLdouble reduce_z = regs.depth_mode == Maxwell::DepthMode::MinusOneToOne;
|
||||||
const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
|
const GLdouble near_depth = src.translate_z - src.scale_z * reduce_z;
|
||||||
const GLdouble far_depth = src.translate_z + src.scale_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) {
|
if (!GLAD_GL_NV_viewport_swizzle) {
|
||||||
continue;
|
continue;
|
||||||
|
Loading…
Reference in New Issue
Block a user