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-rw-r--r--src/common/settings.h2
-rw-r--r--src/core/core.cpp8
-rw-r--r--src/video_core/renderer_vulkan/vk_rasterizer.cpp29
3 files changed, 3 insertions, 36 deletions
diff --git a/src/common/settings.h b/src/common/settings.h
index b2b071e7e..fa2d08da1 100644
--- a/src/common/settings.h
+++ b/src/common/settings.h
@@ -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};
diff --git a/src/core/core.cpp b/src/core/core.cpp
index 9e8936728..dc515bc82 100644
--- a/src/core/core.cpp
+++ b/src/core/core.cpp
@@ -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");
}
diff --git a/src/video_core/renderer_vulkan/vk_rasterizer.cpp b/src/video_core/renderer_vulkan/vk_rasterizer.cpp
index 6cfec2e6f..84955bdc8 100644
--- a/src/video_core/renderer_vulkan/vk_rasterizer.cpp
+++ b/src/video_core/renderer_vulkan/vk_rasterizer.cpp
@@ -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);
});
}