From 8e87bd606c91707821019c4e98798763a505af21 Mon Sep 17 00:00:00 2001 From: GPUCode <47210458+GPUCode@users.noreply.github.com> Date: Sat, 20 Jan 2024 22:13:16 +0200 Subject: [PATCH] glsl_shader_gen: Use epsilon for both ends of NDC range (#7355) --- .../shader/generator/glsl_shader_gen.cpp | 34 +++++++++---------- 1 file changed, 16 insertions(+), 18 deletions(-) diff --git a/src/video_core/shader/generator/glsl_shader_gen.cpp b/src/video_core/shader/generator/glsl_shader_gen.cpp index 1f1a5208b..10cab49b3 100644 --- a/src/video_core/shader/generator/glsl_shader_gen.cpp +++ b/src/video_core/shader/generator/glsl_shader_gen.cpp @@ -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