rsx: Handle floating point shenanigans

- If near and far clip are too close together, the API will not distinguish between them leading to out of bounds values
This commit is contained in:
kd-11 2021-12-21 12:11:25 +03:00 committed by kd-11
parent de495952fd
commit 56dd09f4fe
4 changed files with 2 additions and 16 deletions

View file

@ -603,17 +603,6 @@ namespace glsl
{
if (props.emulate_depth_clip_only)
{
// Optionally quantize Z values. This doesn't work fully since fragment interpolation will add back intermediate values...
// But it helps make the values closer to the correct integral counterparts
if (!props.quantize_depth_values) [[likely]]
{
OS << "#define _quantize_z(value) (value)\n\n";
}
else
{
OS << "#define _quantize_z(value) (double(uint(value * 0xFFFFFFu)) / 16777215.0)\n\n";
}
// Technically the depth value here is the 'final' depth that should be stored in the Z buffer.
// Forward mapping eqn is d' = d * (f - n) + n, where d' is the stored Z value (this) and d is the normalized API value.
OS <<
@ -624,9 +613,9 @@ namespace glsl
" const float real_n = min(far_plane, near_plane);\n"
" const float real_f = max(far_plane, near_plane);\n"
" const double depth_range = double(real_f - real_n);\n"
" const double inv_range = (depth_range > 0.0) ? (1.0 / (depth_range * pos.w)) : 0.0;\n"
" const double inv_range = (depth_range > 0.000001) ? (1.0 / (depth_range * pos.w)) : 0.0;\n"
" const double d = (double(pos.z) - real_n) * inv_range;\n"
" return vec4(pos.xy, float(_quantize_z(d) * pos.w), pos.w);\n"
" return vec4(pos.xy, float(d * pos.w), pos.w);\n"
" }\n"
" else\n"
" {\n"