gl: Explicitly declare gl_Position as invariant when using MESA

This commit is contained in:
kd-11 2022-10-06 03:20:09 +03:00 committed by kd-11
parent d25d1ecb3a
commit 87411da95f
3 changed files with 57 additions and 48 deletions

View file

@ -58,8 +58,6 @@ void GLVertexDecompilerThread::insertInputs(std::stringstream& OS, const std::ve
void GLVertexDecompilerThread::insertConstants(std::stringstream& OS, const std::vector<ParamType>& constants) void GLVertexDecompilerThread::insertConstants(std::stringstream& OS, const std::vector<ParamType>& constants)
{ {
for (const ParamType &PT: constants) for (const ParamType &PT: constants)
{ {
for (const ParamItem &PI : PT.items) for (const ParamItem &PI : PT.items)
@ -131,6 +129,7 @@ void GLVertexDecompilerThread::insertMainStart(std::stringstream & OS)
properties2.emulate_zclip_transform = true; properties2.emulate_zclip_transform = true;
properties2.emulate_depth_clip_only = dev_caps.NV_depth_buffer_float_supported; properties2.emulate_depth_clip_only = dev_caps.NV_depth_buffer_float_supported;
properties2.low_precision_tests = dev_caps.vendor_NVIDIA; properties2.low_precision_tests = dev_caps.vendor_NVIDIA;
properties2.require_explicit_invariance = dev_caps.vendor_MESA;
insert_glsl_legacy_function(OS, properties2); insert_glsl_legacy_function(OS, properties2);
glsl::insert_vertex_input_fetch(OS, glsl::glsl_rules_opengl4, dev_caps.vendor_INTEL == false); glsl::insert_vertex_input_fetch(OS, glsl::glsl_rules_opengl4, dev_caps.vendor_INTEL == false);

View file

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

View file

@ -31,6 +31,7 @@ namespace glsl
bool require_texture_expand : 1; bool require_texture_expand : 1;
bool require_srgb_to_linear : 1; bool require_srgb_to_linear : 1;
bool require_linear_to_srgb : 1; bool require_linear_to_srgb : 1;
bool require_explicit_invariance: 1;
bool emulate_coverage_tests : 1; bool emulate_coverage_tests : 1;
bool emulate_shadow_compare : 1; bool emulate_shadow_compare : 1;
bool emulate_zclip_transform : 1; bool emulate_zclip_transform : 1;