settings: remove global override for smash on amdvlk
This commit is contained in:
parent
d66ca8b731
commit
25c3bbba0e
|
@ -435,8 +435,6 @@ struct Values {
|
|||
linkage, false, "disable_shader_loop_safety_checks", Category::RendererDebug};
|
||||
Setting<bool> enable_renderdoc_hotkey{linkage, false, "renderdoc_hotkey",
|
||||
Category::RendererDebug};
|
||||
// TODO: remove this once AMDVLK supports VK_EXT_depth_bias_control
|
||||
bool renderer_amdvlk_depth_bias_workaround{};
|
||||
Setting<bool> disable_buffer_reorder{linkage, false, "disable_buffer_reorder",
|
||||
Category::RendererDebug};
|
||||
|
||||
|
|
|
@ -425,11 +425,6 @@ struct System::Impl {
|
|||
room_member->SendGameInfo(game_info);
|
||||
}
|
||||
|
||||
// Workarounds:
|
||||
// Activate this in Super Smash Brothers Ultimate, it only affects AMD cards using AMDVLK
|
||||
Settings::values.renderer_amdvlk_depth_bias_workaround =
|
||||
params.program_id == 0x1006A800016E000ULL;
|
||||
|
||||
status = SystemResultStatus::Success;
|
||||
return status;
|
||||
}
|
||||
|
@ -489,9 +484,6 @@ struct System::Impl {
|
|||
room_member->SendGameInfo(game_info);
|
||||
}
|
||||
|
||||
// Workarounds
|
||||
Settings::values.renderer_amdvlk_depth_bias_workaround = false;
|
||||
|
||||
LOG_DEBUG(Core, "Shutdown OK");
|
||||
}
|
||||
|
||||
|
|
|
@ -1054,39 +1054,16 @@ void RasterizerVulkan::UpdateDepthBias(Tegra::Engines::Maxwell3D::Regs& regs) {
|
|||
regs.zeta.format == Tegra::DepthFormat::X8Z24_UNORM ||
|
||||
regs.zeta.format == Tegra::DepthFormat::S8Z24_UNORM ||
|
||||
regs.zeta.format == Tegra::DepthFormat::V8Z24_UNORM;
|
||||
bool force_unorm = ([&] {
|
||||
if (!is_d24 || device.SupportsD24DepthBuffer()) {
|
||||
return false;
|
||||
}
|
||||
if (device.IsExtDepthBiasControlSupported()) {
|
||||
return true;
|
||||
}
|
||||
if (is_d24 && !device.SupportsD24DepthBuffer() && program_id == 0x1006A800016E000ULL) {
|
||||
// Only activate this in Super Smash Brothers Ultimate
|
||||
// Affects AMD cards using AMDVLK
|
||||
if (program_id != 0x1006A800016E000ULL) {
|
||||
return false;
|
||||
}
|
||||
// the base formulas can be obtained from here:
|
||||
// https://docs.microsoft.com/en-us/windows/win32/direct3d11/d3d10-graphics-programming-guide-output-merger-stage-depth-bias
|
||||
const double rescale_factor =
|
||||
static_cast<double>(1ULL << (32 - 24)) / (static_cast<double>(0x1.ep+127));
|
||||
units = static_cast<float>(static_cast<double>(units) * rescale_factor);
|
||||
return false;
|
||||
})();
|
||||
}
|
||||
scheduler.Record([constant = units, clamp = regs.depth_bias_clamp,
|
||||
factor = regs.slope_scale_depth_bias, force_unorm,
|
||||
precise = device.HasExactDepthBiasControl()](vk::CommandBuffer cmdbuf) {
|
||||
if (force_unorm) {
|
||||
VkDepthBiasRepresentationInfoEXT info{
|
||||
.sType = VK_STRUCTURE_TYPE_DEPTH_BIAS_REPRESENTATION_INFO_EXT,
|
||||
.pNext = nullptr,
|
||||
.depthBiasRepresentation =
|
||||
VK_DEPTH_BIAS_REPRESENTATION_LEAST_REPRESENTABLE_VALUE_FORCE_UNORM_EXT,
|
||||
.depthBiasExact = precise ? VK_TRUE : VK_FALSE,
|
||||
};
|
||||
cmdbuf.SetDepthBias(constant, clamp, factor, &info);
|
||||
return;
|
||||
}
|
||||
factor = regs.slope_scale_depth_bias](vk::CommandBuffer cmdbuf) {
|
||||
cmdbuf.SetDepthBias(constant, clamp, factor);
|
||||
});
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue