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