Vulkan: Retarget Depth Range #114669
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Reference: blender/blender#114669
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Delete Branch "Jeroen-Bakker/blender:vulkan/retarget-depth-range"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
OpenGL uses a depth range between -1 and 1, which is then normalized.
Metal & Vulkan uses a depth range between 0 and 1, which is already normalized.
The final plan would be to default to a depth range between 0 and 1, but
for now the depth ranges are retargetted so they won't be clipped away.
This solves the next issues for users:
Retargetting happens at the end of the vertex stage or when a geometry
stage is present at the end of the geometry stage. Derivatives using
depth would have a different value compared to OpenGL, but would match
Metal backend. OpenGL performs clipping and generates derivatives based
on the original depth value.
gl_FragCoord
and clipping would have some precision differences as clippingand normalizing are done in a different order but would match Metal.
Geometry shaders should use
gpu_EmitVertex
to ensure that the retargettingis done per vertex.
I would like some explanation about the derivation of the final remapping. It needs to be documented somewhere even if its only on the PR description.
I updated the description, unsure if these are the details you're referring to.
More details we can add in https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/
PR was approved IRL