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Author SHA1 Message Date
GPUCode
ab2c559a2a shader_unit: Intialize temporaries on shader invocation 2024-01-19 20:55:56 +02:00
2 changed files with 22 additions and 17 deletions

View File

@@ -9,7 +9,10 @@
namespace Pica {
ShaderUnit::ShaderUnit(GeometryEmitter* emitter) : emitter_ptr{emitter} {}
ShaderUnit::ShaderUnit(GeometryEmitter* emitter) : emitter_ptr{emitter} {
const Common::Vec4<f24> temp_vec{f24::Zero(), f24::Zero(), f24::Zero(), f24::One()};
temporary.fill(temp_vec);
}
ShaderUnit::~ShaderUnit() = default;

View File

@@ -39,19 +39,6 @@ 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,
@@ -107,7 +94,13 @@ 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;
@@ -116,7 +109,10 @@ void main() {
texcoord0_w = vert_texcoord0_w;
normquat = vert_normquat;
view = vert_view;
vec4 vtx_pos = SanitizeVertex(vert_position);
vec4 vtx_pos = vert_position;
if (abs(vtx_pos.z) < EPSILON_Z) {
vtx_pos.z = 0.f;
}
gl_Position = vec4(vtx_pos.x, vtx_pos.y, -vtx_pos.z, vtx_pos.w);
)";
if (use_clip_planes) {
@@ -219,6 +215,7 @@ 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) + ", " +
@@ -231,7 +228,9 @@ std::string GenerateVertexShader(const ShaderSetup& setup, const PicaVSConfig& c
semantic(VSOutputAttributes::POSITION_Y) + ", " +
semantic(VSOutputAttributes::POSITION_Z) + ", " +
semantic(VSOutputAttributes::POSITION_W) + ");\n";
out += " vtx_pos = SanitizeVertex(vtx_pos);\n";
out += " if (abs(vtx_pos.z) < EPSILON_Z) {\n";
out += " vtx_pos.z = 0.f;\n";
out += " }\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
@@ -313,6 +312,7 @@ 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) + ", " +
@@ -325,7 +325,9 @@ struct Vertex {
semantic(VSOutputAttributes::POSITION_Y) + ", " +
semantic(VSOutputAttributes::POSITION_Z) + ", " +
semantic(VSOutputAttributes::POSITION_W) + ");\n";
out += " vtx_pos = SanitizeVertex(vtx_pos);\n";
out += " if (abs(vtx_pos.z) < EPSILON_Z) {\n";
out += " vtx_pos.z = 0.f;\n";
out += " }\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