diff --git a/rpcs3/Emu/RSX/GL/GLVertexProgram.cpp b/rpcs3/Emu/RSX/GL/GLVertexProgram.cpp index 010d3ebfc3..ee6a4e6660 100644 --- a/rpcs3/Emu/RSX/GL/GLVertexProgram.cpp +++ b/rpcs3/Emu/RSX/GL/GLVertexProgram.cpp @@ -125,7 +125,6 @@ void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS) properties2.domain = glsl::glsl_vertex_program; properties2.require_lit_emulation = properties.has_lit_op; properties2.emulate_zclip_transform = true; - properties2.quantize_depth_values = dev_caps.vendor_AMD; properties2.emulate_depth_clip_only = dev_caps.NV_depth_buffer_float_supported; insert_glsl_legacy_function(OS, properties2); diff --git a/rpcs3/Emu/RSX/Program/GLSLCommon.cpp b/rpcs3/Emu/RSX/Program/GLSLCommon.cpp index 96b2fed13f..308ab3f66a 100644 --- a/rpcs3/Emu/RSX/Program/GLSLCommon.cpp +++ b/rpcs3/Emu/RSX/Program/GLSLCommon.cpp @@ -603,17 +603,6 @@ namespace glsl { if (props.emulate_depth_clip_only) { - // Optionally quantize Z values. This doesn't work fully since fragment interpolation will add back intermediate values... - // But it helps make the values closer to the correct integral counterparts - if (!props.quantize_depth_values) [[likely]] - { - OS << "#define _quantize_z(value) (value)\n\n"; - } - else - { - OS << "#define _quantize_z(value) (double(uint(value * 0xFFFFFFu)) / 16777215.0)\n\n"; - } - // Technically the depth value here is the 'final' depth that should be stored in the Z buffer. // Forward mapping eqn is d' = d * (f - n) + n, where d' is the stored Z value (this) and d is the normalized API value. OS << @@ -624,9 +613,9 @@ namespace glsl " const float real_n = min(far_plane, near_plane);\n" " const float real_f = max(far_plane, near_plane);\n" " const double depth_range = double(real_f - real_n);\n" - " const double inv_range = (depth_range > 0.0) ? (1.0 / (depth_range * pos.w)) : 0.0;\n" + " const double inv_range = (depth_range > 0.000001) ? (1.0 / (depth_range * pos.w)) : 0.0;\n" " const double d = (double(pos.z) - real_n) * inv_range;\n" - " return vec4(pos.xy, float(_quantize_z(d) * pos.w), pos.w);\n" + " return vec4(pos.xy, float(d * pos.w), pos.w);\n" " }\n" " else\n" " {\n" diff --git a/rpcs3/Emu/RSX/Program/GLSLTypes.h b/rpcs3/Emu/RSX/Program/GLSLTypes.h index 9575a7980c..ac9a917f76 100644 --- a/rpcs3/Emu/RSX/Program/GLSLTypes.h +++ b/rpcs3/Emu/RSX/Program/GLSLTypes.h @@ -34,7 +34,6 @@ namespace glsl bool emulate_shadow_compare : 1; bool emulate_zclip_transform : 1; bool emulate_depth_clip_only : 1; - bool quantize_depth_values : 1; bool low_precision_tests : 1; bool disable_early_discard : 1; bool supports_native_fp16 : 1; diff --git a/rpcs3/Emu/RSX/VK/VKVertexProgram.cpp b/rpcs3/Emu/RSX/VK/VKVertexProgram.cpp index 5472df9096..0d7576a34a 100644 --- a/rpcs3/Emu/RSX/VK/VKVertexProgram.cpp +++ b/rpcs3/Emu/RSX/VK/VKVertexProgram.cpp @@ -187,7 +187,6 @@ void VKVertexDecompilerThread::insertMainStart(std::stringstream & OS) properties2.domain = glsl::glsl_vertex_program; properties2.require_lit_emulation = properties.has_lit_op; properties2.emulate_zclip_transform = true; - properties2.quantize_depth_values = !vk::g_render_device->get_formats_support().d24_unorm_s8; properties2.emulate_depth_clip_only = vk::g_render_device->get_shader_types_support().allow_float64; glsl::insert_glsl_legacy_function(OS, properties2);