Merge pull request #11402 from FernandoS27/depth-bias-control
Vulkan: Implement Depth Bias Control
This commit is contained in:
commit
7bae22a3ca
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@ -351,6 +351,8 @@ struct Values {
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linkage, false, "disable_shader_loop_safety_checks", Category::RendererDebug};
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linkage, false, "disable_shader_loop_safety_checks", Category::RendererDebug};
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Setting<bool> enable_renderdoc_hotkey{linkage, false, "renderdoc_hotkey",
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Setting<bool> enable_renderdoc_hotkey{linkage, false, "renderdoc_hotkey",
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Category::RendererDebug};
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Category::RendererDebug};
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// TODO: remove this once AMDVLK supports VK_EXT_depth_bias_control
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bool renderer_amdvlk_depth_bias_workaround{};
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// System
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// System
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SwitchableSetting<Language, true> language_index{linkage,
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SwitchableSetting<Language, true> language_index{linkage,
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@ -381,6 +381,10 @@ struct System::Impl {
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room_member->SendGameInfo(game_info);
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room_member->SendGameInfo(game_info);
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}
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}
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// Workarounds:
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// Activate this in Super Smash Brothers Ultimate, it only affects AMD cards using AMDVLK
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Settings::values.renderer_amdvlk_depth_bias_workaround = program_id == 0x1006A800016E000ULL;
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status = SystemResultStatus::Success;
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status = SystemResultStatus::Success;
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return status;
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return status;
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}
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}
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@ -440,6 +444,9 @@ struct System::Impl {
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room_member->SendGameInfo(game_info);
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room_member->SendGameInfo(game_info);
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}
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}
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// Workarounds
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Settings::values.renderer_amdvlk_depth_bias_workaround = false;
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LOG_DEBUG(Core, "Shutdown OK");
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LOG_DEBUG(Core, "Shutdown OK");
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}
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}
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@ -1014,15 +1014,37 @@ void RasterizerVulkan::UpdateDepthBias(Tegra::Engines::Maxwell3D::Regs& regs) {
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regs.zeta.format == Tegra::DepthFormat::X8Z24_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::X8Z24_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::S8Z24_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::S8Z24_UNORM ||
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regs.zeta.format == Tegra::DepthFormat::V8Z24_UNORM;
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regs.zeta.format == Tegra::DepthFormat::V8Z24_UNORM;
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if (is_d24 && !device.SupportsD24DepthBuffer()) {
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bool force_unorm = ([&] {
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if (!is_d24 || device.SupportsD24DepthBuffer()) {
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return false;
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}
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if (device.IsExtDepthBiasControlSupported()) {
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return true;
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}
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if (!Settings::values.renderer_amdvlk_depth_bias_workaround) {
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return false;
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}
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// the base formulas can be obtained from here:
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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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// 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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const double rescale_factor =
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static_cast<double>(1ULL << (32 - 24)) / (static_cast<double>(0x1.ep+127));
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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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units = static_cast<float>(static_cast<double>(units) * rescale_factor);
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}
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return false;
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})();
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scheduler.Record([constant = units, clamp = regs.depth_bias_clamp,
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scheduler.Record([constant = units, clamp = regs.depth_bias_clamp,
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factor = regs.slope_scale_depth_bias](vk::CommandBuffer cmdbuf) {
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factor = regs.slope_scale_depth_bias, force_unorm,
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precise = device.HasExactDepthBiasControl()](vk::CommandBuffer cmdbuf) {
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if (force_unorm) {
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VkDepthBiasRepresentationInfoEXT info{
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.sType = VK_STRUCTURE_TYPE_DEPTH_BIAS_REPRESENTATION_INFO_EXT,
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.pNext = nullptr,
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.depthBiasRepresentation =
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VK_DEPTH_BIAS_REPRESENTATION_LEAST_REPRESENTABLE_VALUE_FORCE_UNORM_EXT,
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.depthBiasExact = precise ? VK_TRUE : VK_FALSE,
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};
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cmdbuf.SetDepthBias(constant, clamp, factor, &info);
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return;
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}
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cmdbuf.SetDepthBias(constant, clamp, factor);
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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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@ -1059,6 +1059,13 @@ void Device::RemoveUnsuitableExtensions() {
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RemoveExtensionFeatureIfUnsuitable(extensions.custom_border_color, features.custom_border_color,
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RemoveExtensionFeatureIfUnsuitable(extensions.custom_border_color, features.custom_border_color,
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VK_EXT_CUSTOM_BORDER_COLOR_EXTENSION_NAME);
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VK_EXT_CUSTOM_BORDER_COLOR_EXTENSION_NAME);
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// VK_EXT_depth_bias_control
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extensions.depth_bias_control =
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features.depth_bias_control.depthBiasControl &&
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features.depth_bias_control.leastRepresentableValueForceUnormRepresentation;
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RemoveExtensionFeatureIfUnsuitable(extensions.depth_bias_control, features.depth_bias_control,
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VK_EXT_DEPTH_BIAS_CONTROL_EXTENSION_NAME);
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// VK_EXT_depth_clip_control
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// VK_EXT_depth_clip_control
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extensions.depth_clip_control = features.depth_clip_control.depthClipControl;
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extensions.depth_clip_control = features.depth_clip_control.depthClipControl;
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RemoveExtensionFeatureIfUnsuitable(extensions.depth_clip_control, features.depth_clip_control,
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RemoveExtensionFeatureIfUnsuitable(extensions.depth_clip_control, features.depth_clip_control,
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@ -41,6 +41,7 @@ VK_DEFINE_HANDLE(VmaAllocator)
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// Define all features which may be used by the implementation and require an extension here.
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// Define all features which may be used by the implementation and require an extension here.
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#define FOR_EACH_VK_FEATURE_EXT(FEATURE) \
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#define FOR_EACH_VK_FEATURE_EXT(FEATURE) \
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FEATURE(EXT, CustomBorderColor, CUSTOM_BORDER_COLOR, custom_border_color) \
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FEATURE(EXT, CustomBorderColor, CUSTOM_BORDER_COLOR, custom_border_color) \
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FEATURE(EXT, DepthBiasControl, DEPTH_BIAS_CONTROL, depth_bias_control) \
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FEATURE(EXT, DepthClipControl, DEPTH_CLIP_CONTROL, depth_clip_control) \
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FEATURE(EXT, DepthClipControl, DEPTH_CLIP_CONTROL, depth_clip_control) \
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FEATURE(EXT, ExtendedDynamicState, EXTENDED_DYNAMIC_STATE, extended_dynamic_state) \
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FEATURE(EXT, ExtendedDynamicState, EXTENDED_DYNAMIC_STATE, extended_dynamic_state) \
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FEATURE(EXT, ExtendedDynamicState2, EXTENDED_DYNAMIC_STATE_2, extended_dynamic_state2) \
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FEATURE(EXT, ExtendedDynamicState2, EXTENDED_DYNAMIC_STATE_2, extended_dynamic_state2) \
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@ -96,6 +97,7 @@ VK_DEFINE_HANDLE(VmaAllocator)
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#define FOR_EACH_VK_RECOMMENDED_EXTENSION(EXTENSION_NAME) \
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#define FOR_EACH_VK_RECOMMENDED_EXTENSION(EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_CONDITIONAL_RENDERING_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_CONDITIONAL_RENDERING_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_CONSERVATIVE_RASTERIZATION_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_CONSERVATIVE_RASTERIZATION_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_DEPTH_BIAS_CONTROL_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_DEPTH_RANGE_UNRESTRICTED_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_DEPTH_RANGE_UNRESTRICTED_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_EXTENDED_DYNAMIC_STATE_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_EXTENDED_DYNAMIC_STATE_2_EXTENSION_NAME) \
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EXTENSION_NAME(VK_EXT_EXTENDED_DYNAMIC_STATE_2_EXTENSION_NAME) \
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@ -147,6 +149,9 @@ VK_DEFINE_HANDLE(VmaAllocator)
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// Define features where the absence of the feature may result in a degraded experience.
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// Define features where the absence of the feature may result in a degraded experience.
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#define FOR_EACH_VK_RECOMMENDED_FEATURE(FEATURE_NAME) \
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#define FOR_EACH_VK_RECOMMENDED_FEATURE(FEATURE_NAME) \
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FEATURE_NAME(custom_border_color, customBorderColors) \
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FEATURE_NAME(custom_border_color, customBorderColors) \
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FEATURE_NAME(depth_bias_control, depthBiasControl) \
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FEATURE_NAME(depth_bias_control, leastRepresentableValueForceUnormRepresentation) \
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FEATURE_NAME(depth_bias_control, depthBiasExact) \
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FEATURE_NAME(extended_dynamic_state, extendedDynamicState) \
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FEATURE_NAME(extended_dynamic_state, extendedDynamicState) \
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FEATURE_NAME(format_a4b4g4r4, formatA4B4G4R4) \
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FEATURE_NAME(format_a4b4g4r4, formatA4B4G4R4) \
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FEATURE_NAME(index_type_uint8, indexTypeUint8) \
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FEATURE_NAME(index_type_uint8, indexTypeUint8) \
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@ -464,6 +469,11 @@ public:
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return extensions.depth_clip_control;
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return extensions.depth_clip_control;
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}
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}
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/// Returns true if the device supports VK_EXT_depth_bias_control.
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bool IsExtDepthBiasControlSupported() const {
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return extensions.depth_bias_control;
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}
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/// Returns true if the device supports VK_EXT_shader_viewport_index_layer.
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/// Returns true if the device supports VK_EXT_shader_viewport_index_layer.
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bool IsExtShaderViewportIndexLayerSupported() const {
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bool IsExtShaderViewportIndexLayerSupported() const {
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return extensions.shader_viewport_index_layer;
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return extensions.shader_viewport_index_layer;
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@ -624,6 +634,10 @@ public:
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return features.robustness2.nullDescriptor;
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return features.robustness2.nullDescriptor;
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}
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}
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bool HasExactDepthBiasControl() const {
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return features.depth_bias_control.depthBiasExact;
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}
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u32 GetMaxVertexInputAttributes() const {
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u32 GetMaxVertexInputAttributes() const {
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return properties.properties.limits.maxVertexInputAttributes;
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return properties.properties.limits.maxVertexInputAttributes;
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}
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}
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@ -113,6 +113,7 @@ void Load(VkDevice device, DeviceDispatch& dld) noexcept {
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X(vkCmdPushDescriptorSetWithTemplateKHR);
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X(vkCmdPushDescriptorSetWithTemplateKHR);
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X(vkCmdSetBlendConstants);
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X(vkCmdSetBlendConstants);
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X(vkCmdSetDepthBias);
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X(vkCmdSetDepthBias);
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X(vkCmdSetDepthBias2EXT);
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X(vkCmdSetDepthBounds);
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X(vkCmdSetDepthBounds);
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X(vkCmdSetEvent);
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X(vkCmdSetEvent);
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X(vkCmdSetScissor);
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X(vkCmdSetScissor);
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@ -226,6 +226,7 @@ struct DeviceDispatch : InstanceDispatch {
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PFN_vkCmdSetBlendConstants vkCmdSetBlendConstants{};
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PFN_vkCmdSetBlendConstants vkCmdSetBlendConstants{};
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PFN_vkCmdSetCullModeEXT vkCmdSetCullModeEXT{};
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PFN_vkCmdSetCullModeEXT vkCmdSetCullModeEXT{};
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PFN_vkCmdSetDepthBias vkCmdSetDepthBias{};
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PFN_vkCmdSetDepthBias vkCmdSetDepthBias{};
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PFN_vkCmdSetDepthBias2EXT vkCmdSetDepthBias2EXT{};
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PFN_vkCmdSetDepthBounds vkCmdSetDepthBounds{};
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PFN_vkCmdSetDepthBounds vkCmdSetDepthBounds{};
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PFN_vkCmdSetDepthBoundsTestEnableEXT vkCmdSetDepthBoundsTestEnableEXT{};
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PFN_vkCmdSetDepthBoundsTestEnableEXT vkCmdSetDepthBoundsTestEnableEXT{};
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PFN_vkCmdSetDepthCompareOpEXT vkCmdSetDepthCompareOpEXT{};
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PFN_vkCmdSetDepthCompareOpEXT vkCmdSetDepthCompareOpEXT{};
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@ -1333,6 +1334,18 @@ public:
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dld->vkCmdSetDepthBias(handle, constant_factor, clamp, slope_factor);
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dld->vkCmdSetDepthBias(handle, constant_factor, clamp, slope_factor);
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}
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}
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void SetDepthBias(float constant_factor, float clamp, float slope_factor,
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VkDepthBiasRepresentationInfoEXT* extra) const noexcept {
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VkDepthBiasInfoEXT info{
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.sType = VK_STRUCTURE_TYPE_DEPTH_BIAS_INFO_EXT,
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.pNext = extra,
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.depthBiasConstantFactor = constant_factor,
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.depthBiasClamp = clamp,
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.depthBiasSlopeFactor = slope_factor,
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};
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dld->vkCmdSetDepthBias2EXT(handle, &info);
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}
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void SetDepthBounds(float min_depth_bounds, float max_depth_bounds) const noexcept {
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void SetDepthBounds(float min_depth_bounds, float max_depth_bounds) const noexcept {
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dld->vkCmdSetDepthBounds(handle, min_depth_bounds, max_depth_bounds);
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dld->vkCmdSetDepthBounds(handle, min_depth_bounds, max_depth_bounds);
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}
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}
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