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vulkan: Enable depth bounds and use it conditionally
Intel devices pre-Xe don't support this.
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parent
c44b16124f
commit
77372443c3
4 changed files with 17 additions and 2 deletions
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@ -598,13 +598,16 @@ void GraphicsPipeline::MakePipeline(VkRenderPass render_pass) {
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.depthCompareOp = dynamic.depth_test_enable
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? MaxwellToVK::ComparisonOp(dynamic.DepthTestFunc())
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: VK_COMPARE_OP_ALWAYS,
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.depthBoundsTestEnable = dynamic.depth_bounds_enable,
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.depthBoundsTestEnable = dynamic.depth_bounds_enable && device.IsDepthBoundsSupported(),
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.stencilTestEnable = dynamic.stencil_enable,
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.front = GetStencilFaceState(dynamic.front),
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.back = GetStencilFaceState(dynamic.back),
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.minDepthBounds = 0.0f,
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.maxDepthBounds = 0.0f,
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};
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if (dynamic.depth_bounds_enable && !device.IsDepthBoundsSupported()) {
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LOG_WARNING(Render_Vulkan, "Depth bounds is enabled but not supported");
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}
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static_vector<VkPipelineColorBlendAttachmentState, Maxwell::NumRenderTargets> cb_attachments;
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const size_t num_attachments{NumAttachments(key.state)};
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for (size_t index = 0; index < num_attachments; ++index) {
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@ -682,6 +682,11 @@ void RasterizerVulkan::UpdateDepthBoundsTestEnable(Tegra::Engines::Maxwell3D::Re
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if (!state_tracker.TouchDepthBoundsTestEnable()) {
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return;
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}
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bool enabled = regs.depth_bounds_enable;
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if (enabled && !device.IsDepthBoundsSupported()) {
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LOG_WARNING(Render_Vulkan, "Depth bounds is enabled but not supported");
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enabled = false;
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}
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scheduler.Record([enable = regs.depth_bounds_enable](vk::CommandBuffer cmdbuf) {
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cmdbuf.SetDepthBoundsTestEnableEXT(enable);
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});
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@ -226,7 +226,7 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
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.depthClamp = true,
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.depthBiasClamp = true,
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.fillModeNonSolid = true,
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.depthBounds = false,
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.depthBounds = is_depth_bounds_supported,
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.wideLines = false,
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.largePoints = true,
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.alphaToOne = false,
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@ -908,6 +908,7 @@ void Device::SetupFamilies(VkSurfaceKHR surface) {
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void Device::SetupFeatures() {
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const VkPhysicalDeviceFeatures features{physical.GetFeatures()};
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is_depth_bounds_supported = features.depthBounds;
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is_formatless_image_load_supported = features.shaderStorageImageReadWithoutFormat;
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is_shader_float64_supported = features.shaderFloat64;
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is_shader_int64_supported = features.shaderInt64;
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@ -159,6 +159,11 @@ public:
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return is_formatless_image_load_supported;
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}
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// Returns true if depth bounds is supported.
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bool IsDepthBoundsSupported() const {
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return is_depth_bounds_supported;
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}
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/// Returns true when blitting from and to depth stencil images is supported.
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bool IsBlitDepthStencilSupported() const {
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return is_blit_depth_stencil_supported;
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@ -314,6 +319,7 @@ private:
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bool is_float16_supported{}; ///< Support for float16 arithmetics.
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bool is_warp_potentially_bigger{}; ///< Host warp size can be bigger than guest.
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bool is_formatless_image_load_supported{}; ///< Support for shader image read without format.
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bool is_depth_bounds_supported{}; ///< Support for depth bounds.
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bool is_shader_float64_supported{}; ///< Support for float64.
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bool is_shader_int64_supported{}; ///< Support for int64.
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bool is_shader_storage_image_multisample{}; ///< Support for image operations on MSAA images.
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