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-rw-r--r--src/video_core/renderer_opengl/gl_device.cpp2
-rw-r--r--src/video_core/renderer_opengl/gl_device.h5
-rw-r--r--src/video_core/renderer_opengl/gl_rasterizer.cpp6
3 files changed, 12 insertions, 1 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp
index 48d5c4a5e..1ae5f1d62 100644
--- a/src/video_core/renderer_opengl/gl_device.cpp
+++ b/src/video_core/renderer_opengl/gl_device.cpp
@@ -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() {
diff --git a/src/video_core/renderer_opengl/gl_device.h b/src/video_core/renderer_opengl/gl_device.h
index ee053776d..f24bd0c7b 100644
--- a/src/video_core/renderer_opengl/gl_device.h
+++ b/src/video_core/renderer_opengl/gl_device.h
@@ -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
diff --git a/src/video_core/renderer_opengl/gl_rasterizer.cpp b/src/video_core/renderer_opengl/gl_rasterizer.cpp
index 418644108..4610fd160 100644
--- a/src/video_core/renderer_opengl/gl_rasterizer.cpp
+++ b/src/video_core/renderer_opengl/gl_rasterizer.cpp
@@ -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;