video_core: Use epsilons for clip planes (#6945)
* video_core: Use epsilons for clip planes * video_core: Add comments
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2 changed files with 23 additions and 4 deletions
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@ -1717,7 +1717,12 @@ ShaderDecompiler::ProgramResult GenerateTrivialVertexShader(bool separable_shade
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out += UniformBlockDef;
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out += UniformBlockDef;
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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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out += R"(
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const float EPSILON_Z = 0.00000001f;
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void main() {
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void main() {
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primary_color = vert_color;
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primary_color = vert_color;
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@ -1727,10 +1732,14 @@ void main() {
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texcoord0_w = vert_texcoord0_w;
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texcoord0_w = vert_texcoord0_w;
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normquat = vert_normquat;
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normquat = vert_normquat;
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view = vert_view;
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view = vert_view;
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gl_Position = vert_position;
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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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gl_Position = vtx_pos;
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#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
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#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
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gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
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gl_ClipDistance[0] = -vtx_pos.z; // fixed PICA clipping plane z <= 0
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gl_ClipDistance[1] = dot(clip_coef, vert_position);
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gl_ClipDistance[1] = dot(clip_coef, vtx_pos);
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#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
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#endif // !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)
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}
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}
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)";
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)";
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@ -1830,6 +1839,7 @@ struct Vertex {
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return "0.0";
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return "0.0";
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};
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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 += "vec4 GetVertexQuaternion(Vertex vtx) {\n";
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out += " return vec4(" + semantic(VSOutputAttributes::QUATERNION_X) + ", " +
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out += " return vec4(" + semantic(VSOutputAttributes::QUATERNION_X) + ", " +
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semantic(VSOutputAttributes::QUATERNION_Y) + ", " +
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semantic(VSOutputAttributes::QUATERNION_Y) + ", " +
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@ -1842,6 +1852,9 @@ struct Vertex {
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semantic(VSOutputAttributes::POSITION_Y) + ", " +
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semantic(VSOutputAttributes::POSITION_Y) + ", " +
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semantic(VSOutputAttributes::POSITION_Z) + ", " +
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semantic(VSOutputAttributes::POSITION_Z) + ", " +
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semantic(VSOutputAttributes::POSITION_W) + ");\n";
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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 += " gl_Position = vtx_pos;\n";
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out += " gl_Position = vtx_pos;\n";
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out += "#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)\n";
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out += "#if !defined(CITRA_GLES) || defined(GL_EXT_clip_cull_distance)\n";
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out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0
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out += " gl_ClipDistance[0] = -vtx_pos.z;\n"; // fixed PICA clipping plane z <= 0
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@ -27,6 +27,12 @@ using Pica::TexturingRegs;
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using Pica::Texture::LookupTexture;
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using Pica::Texture::LookupTexture;
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using Pica::Texture::TextureInfo;
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using Pica::Texture::TextureInfo;
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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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constexpr f32 EPSILON_Z = 0.00000001f;
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struct Vertex : Pica::Shader::OutputVertex {
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struct Vertex : Pica::Shader::OutputVertex {
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Vertex(const OutputVertex& v) : OutputVertex(v) {}
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Vertex(const OutputVertex& v) : OutputVertex(v) {}
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@ -73,7 +79,7 @@ public:
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: pos(f24::Zero()), coeffs(coeffs), bias(bias) {}
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: pos(f24::Zero()), coeffs(coeffs), bias(bias) {}
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bool IsInside(const Vertex& vertex) const {
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bool IsInside(const Vertex& vertex) const {
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return Common::Dot(vertex.pos + bias, coeffs) >= f24::Zero();
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return Common::Dot(vertex.pos + bias, coeffs) >= f24::FromFloat32(-EPSILON_Z);
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}
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}
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bool IsOutSide(const Vertex& vertex) const {
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bool IsOutSide(const Vertex& vertex) const {
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