glsl_shader_gen: Use epsilon for both ends of NDC range (#7355)
This commit is contained in:
parent
f26044bb88
commit
8e87bd606c
|
@ -39,6 +39,19 @@ layout (binding = 1, std140) uniform vs_data {
|
|||
bool enable_clip1;
|
||||
vec4 clip_coef;
|
||||
};
|
||||
|
||||
const vec2 EPSILON_Z = vec2(0.00000001f, -1.00001f);
|
||||
|
||||
vec4 SanitizeVertex(vec4 vtx_pos) {
|
||||
float ndc_z = vtx_pos.z / vtx_pos.w;
|
||||
if (ndc_z > 0.f && ndc_z < EPSILON_Z[0]) {
|
||||
vtx_pos.z = 0.f;
|
||||
}
|
||||
if (ndc_z < -1.f && ndc_z > EPSILON_Z[1]) {
|
||||
vtx_pos.z = -vtx_pos.w;
|
||||
}
|
||||
return vtx_pos;
|
||||
}
|
||||
)";
|
||||
|
||||
static std::string GetVertexInterfaceDeclaration(bool is_output, bool use_clip_planes,
|
||||
|
@ -94,13 +107,7 @@ std::string GenerateTrivialVertexShader(bool use_clip_planes, bool separable_sha
|
|||
out += GetVertexInterfaceDeclaration(true, use_clip_planes, separable_shader);
|
||||
out += VSUniformBlockDef;
|
||||
|
||||
// Certain games render 2D elements very close to clip plane 0 resulting in very tiny
|
||||
// negative/positive z values when computing with f32 precision,
|
||||
// causing some vertices to get erroneously clipped. To workaround this problem,
|
||||
// we can use a very small epsilon value for clip plane comparison.
|
||||
out += R"(
|
||||
const float EPSILON_Z = 0.00000001f;
|
||||
|
||||
void main() {
|
||||
primary_color = vert_color;
|
||||
texcoord0 = vert_texcoord0;
|
||||
|
@ -109,10 +116,7 @@ void main() {
|
|||
texcoord0_w = vert_texcoord0_w;
|
||||
normquat = vert_normquat;
|
||||
view = vert_view;
|
||||
vec4 vtx_pos = vert_position;
|
||||
if (abs(vtx_pos.z) < EPSILON_Z) {
|
||||
vtx_pos.z = 0.f;
|
||||
}
|
||||
vec4 vtx_pos = SanitizeVertex(vert_position);
|
||||
gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);
|
||||
)";
|
||||
if (use_clip_planes) {
|
||||
|
@ -215,7 +219,6 @@ std::string GenerateVertexShader(const ShaderSetup& setup, const PicaVSConfig& c
|
|||
return "1.0";
|
||||
};
|
||||
|
||||
out += "const float EPSILON_Z = 0.00000001f;\n\n";
|
||||
out += "vec4 GetVertexQuaternion() {\n";
|
||||
out += " return vec4(" + semantic(VSOutputAttributes::QUATERNION_X) + ", " +
|
||||
semantic(VSOutputAttributes::QUATERNION_Y) + ", " +
|
||||
|
@ -228,9 +231,7 @@ std::string GenerateVertexShader(const ShaderSetup& setup, const PicaVSConfig& c
|
|||
semantic(VSOutputAttributes::POSITION_Y) + ", " +
|
||||
semantic(VSOutputAttributes::POSITION_Z) + ", " +
|
||||
semantic(VSOutputAttributes::POSITION_W) + ");\n";
|
||||
out += " if (abs(vtx_pos.z) < EPSILON_Z) {\n";
|
||||
out += " vtx_pos.z = 0.f;\n";
|
||||
out += " }\n";
|
||||
out += " vtx_pos = SanitizeVertex(vtx_pos);\n";
|
||||
out += " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
|
||||
if (config.state.use_clip_planes) {
|
||||
out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0
|
||||
|
@ -312,7 +313,6 @@ struct Vertex {
|
|||
return "1.0";
|
||||
};
|
||||
|
||||
out += "const float EPSILON_Z = 0.00000001f;\n\n";
|
||||
out += "vec4 GetVertexQuaternion(Vertex vtx) {\n";
|
||||
out += " return vec4(" + semantic(VSOutputAttributes::QUATERNION_X) + ", " +
|
||||
semantic(VSOutputAttributes::QUATERNION_Y) + ", " +
|
||||
|
@ -325,9 +325,7 @@ struct Vertex {
|
|||
semantic(VSOutputAttributes::POSITION_Y) + ", " +
|
||||
semantic(VSOutputAttributes::POSITION_Z) + ", " +
|
||||
semantic(VSOutputAttributes::POSITION_W) + ");\n";
|
||||
out += " if (abs(vtx_pos.z) < EPSILON_Z) {\n";
|
||||
out += " vtx_pos.z = 0.f;\n";
|
||||
out += " }\n";
|
||||
out += " vtx_pos = SanitizeVertex(vtx_pos);\n";
|
||||
out += " gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);\n";
|
||||
if (state.use_clip_planes) {
|
||||
out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0
|
||||
|
|
Loading…
Reference in New Issue