Jules Blok

Results 144 comments of Jules Blok

There seems to be an issue with the lavapipe implementation, these results do not reproduce on Nvidia. I'll investigate the driver bug.

Correct you need a driver with `VK_EXT_depth_clamp_control` support or else we can't natively support oversized depth ranges. Though given that removing the normalization can fix the Pokemon channel I could...

I've added a code path that fixes the Pokemon Channel and doesn't include the native oversized depth range handling. As a bonus this also allows us to support this case...

@Pokechu22 Initially this PR was aimed at natively supporting oversized depth ranges where the benefit is obvious. We can definitely discuss some alternative normalization schemes, especially if that'll resolve the...

@Pokechu22 To represent 24-bit integers shouldn't the range be [0.5, 2) rather than [1, 2) given that the mantissa is 23-bit and not 24-bit?

@Pokechu22 I don't think there has been a progress report that neatly explains everything unfortunately, a lot of the knowledge about the depth buffer was built up over multiple progress...

> Is there a reason why we need to have the GPU multiply by 2^24-1 again? Could we configure the host viewport to not do that multiplication? ... Is that...

> I thought floating point didn't match the emulated GPU. Therefore the emulator largely avoids [floating point math](https://dolphin-emu.org/blog/2014/03/15/pixel-processing-problems/). At the vertex processing stage much of the GPU does use floating...

Just as a testing ground I made PR #13111 with a solution that uses a fixed-point depth buffer to emulate oversized depth ranges, but it unfortunately won't pass all the...