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gl: Explicitly declare gl_Position as invariant when using MESA
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3 changed files with 57 additions and 48 deletions
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@ -598,56 +598,65 @@ namespace glsl
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"}\n\n";
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}
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if (props.domain == glsl::program_domain::glsl_vertex_program && props.emulate_zclip_transform)
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if (props.domain == glsl::program_domain::glsl_vertex_program)
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{
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if (props.emulate_depth_clip_only)
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if (props.require_explicit_invariance)
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{
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// Technically the depth value here is the 'final' depth that should be stored in the Z buffer.
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// Forward mapping eqn is d' = d * (f - n) + n, where d' is the stored Z value (this) and d is the normalized API value.
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OS <<
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"vec4 apply_zclip_xform(const in vec4 pos, const in float near_plane, const in float far_plane)\n"
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"{\n"
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" if (pos.w != 0.0)\n"
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" {\n"
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" const float real_n = min(far_plane, near_plane);\n"
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" const float real_f = max(far_plane, near_plane);\n"
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" const double depth_range = double(real_f - real_n);\n"
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" const double inv_range = (depth_range > 0.000001) ? (1.0 / (depth_range * pos.w)) : 0.0;\n"
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" const double actual_d = (double(pos.z) - double(real_n * pos.w)) * inv_range;\n"
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" const double nearest_d = floor(actual_d + 0.5);\n"
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" const double epsilon = (inv_range * pos.w) / 16777215.;\n" // Epsilon value is the minimum discernable change in Z that should affect the stored Z
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" const double d = _select(actual_d, nearest_d, abs(actual_d - nearest_d) < epsilon);\n"
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" return vec4(pos.xy, float(d * pos.w), pos.w);\n"
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" }\n"
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" else\n"
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" {\n"
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" return pos;\n" // Only values where Z=0 can ever pass this clip
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" }\n"
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"}\n\n";
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// PS3 has shader invariance, but we don't really care about most attributes outside ATTR0
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OS << "invariant gl_Position;\n\n";
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}
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else
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if (props.emulate_zclip_transform)
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{
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OS <<
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"vec4 apply_zclip_xform(const in vec4 pos, const in float near_plane, const in float far_plane)\n"
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"{\n"
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" float d = float(pos.z / pos.w);\n"
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" if (d < 0.f && d >= near_plane)\n"
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" {\n"
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" // Clamp\n"
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" d = 0.f;\n"
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" }\n"
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" else if (d > 1.f && d <= far_plane)\n"
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" {\n"
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" // Compress Z and store towards highest end of the range\n"
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" d = min(1., 0.99 + (0.01 * (pos.z - near_plane) / (far_plane - near_plane)));\n"
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" }\n"
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" else\n" // This catch-call also handles w=0 since d=inf
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" {\n"
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" return pos;\n"
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" }\n"
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"\n"
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" return vec4(pos.x, pos.y, d * pos.w, pos.w);\n"
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"}\n\n";
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if (props.emulate_depth_clip_only)
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{
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// Technically the depth value here is the 'final' depth that should be stored in the Z buffer.
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// Forward mapping eqn is d' = d * (f - n) + n, where d' is the stored Z value (this) and d is the normalized API value.
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OS <<
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"vec4 apply_zclip_xform(const in vec4 pos, const in float near_plane, const in float far_plane)\n"
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"{\n"
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" if (pos.w != 0.0)\n"
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" {\n"
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" const float real_n = min(far_plane, near_plane);\n"
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" const float real_f = max(far_plane, near_plane);\n"
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" const double depth_range = double(real_f - real_n);\n"
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" const double inv_range = (depth_range > 0.000001) ? (1.0 / (depth_range * pos.w)) : 0.0;\n"
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" const double actual_d = (double(pos.z) - double(real_n * pos.w)) * inv_range;\n"
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" const double nearest_d = floor(actual_d + 0.5);\n"
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" const double epsilon = (inv_range * pos.w) / 16777215.;\n" // Epsilon value is the minimum discernable change in Z that should affect the stored Z
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" const double d = _select(actual_d, nearest_d, abs(actual_d - nearest_d) < epsilon);\n"
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" return vec4(pos.xy, float(d * pos.w), pos.w);\n"
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" }\n"
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" else\n"
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" {\n"
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" return pos;\n" // Only values where Z=0 can ever pass this clip
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" }\n"
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"}\n\n";
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}
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else
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{
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OS <<
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"vec4 apply_zclip_xform(const in vec4 pos, const in float near_plane, const in float far_plane)\n"
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"{\n"
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" float d = float(pos.z / pos.w);\n"
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" if (d < 0.f && d >= near_plane)\n"
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" {\n"
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" // Clamp\n"
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" d = 0.f;\n"
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" }\n"
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" else if (d > 1.f && d <= far_plane)\n"
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" {\n"
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" // Compress Z and store towards highest end of the range\n"
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" d = min(1., 0.99 + (0.01 * (pos.z - near_plane) / (far_plane - near_plane)));\n"
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" }\n"
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" else\n" // This catch-call also handles w=0 since d=inf
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" {\n"
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" return pos;\n"
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" }\n"
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"\n"
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" return vec4(pos.x, pos.y, d * pos.w, pos.w);\n"
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"}\n\n";
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}
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}
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return;
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