Jeroen Bakker 0c9433bf44 Vulkan: Retarget Depth Range
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:
- Navigate control will be rendered correctly
- Ortographic view clipping artifacts
- EEVEE light evaluation

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 clipping
and normalizing are done in a different order but would match Metal.

Geometry shaders should use `gpu_EmitVertex` to ensure that the retargetting
is done per vertex.

Pull Request: https://projects.blender.org/blender/blender/pulls/114669
2023-11-10 12:32:06 +01:00
2023-11-01 10:33:27 +02:00
2023-11-10 12:32:06 +01:00
2023-11-09 09:54:28 +11:00
2023-11-02 16:09:11 +11:00
2023-08-16 19:29:47 +02:00

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