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https://github.com/dolphin-emu/dolphin.git
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Remove the Offset for the Pixel Center + Rename
The pixel center is the same as hardware backends and there is no need for any offset of 1/12. Also rename pixel center correction to pixel position correction for the rest of the usages.
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@ -86,7 +86,7 @@ struct alignas(16) VertexShaderConstants
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std::array<float4, 64> transformmatrices;
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std::array<float4, 32> normalmatrices;
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std::array<float4, 64> posttransformmatrices;
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float4 pixelcentercorrection;
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float4 pixelpositioncorrection;
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std::array<float, 2> viewport; // .xy
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std::array<float, 2> pad2; // .zw
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@ -283,7 +283,7 @@ void WriteSwitch(ShaderCode& out, APIType ApiType, std::string_view variable,
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#define I_TRANSFORMMATRICES "ctrmtx"
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#define I_NORMALMATRICES "cnmtx"
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#define I_POSTTRANSFORMMATRICES "cpostmtx"
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#define I_PIXELCENTERCORRECTION "cpixelcenter"
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#define I_PIXELPOSITIONCORRECTION "cpixelposition"
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#define I_VIEWPORT_SIZE "cviewport"
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#define I_CACHED_TANGENT "ctangent"
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#define I_CACHED_BINORMAL "cbinormal"
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@ -305,7 +305,7 @@ static const char s_shader_uniforms[] = "\tuint components;\n"
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"\tfloat4 " I_TRANSFORMMATRICES "[64];\n"
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"\tfloat4 " I_NORMALMATRICES "[32];\n"
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"\tfloat4 " I_POSTTRANSFORMMATRICES "[64];\n"
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"\tfloat4 " I_PIXELCENTERCORRECTION ";\n"
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"\tfloat4 " I_PIXELPOSITIONCORRECTION ";\n"
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"\tfloat2 " I_VIEWPORT_SIZE ";\n"
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"\tuint4 xfmem_pack1[8];\n"
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"\tfloat4 " I_CACHED_TANGENT ";\n"
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@ -438,8 +438,8 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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// divide, because some games will use a depth range larger than what is allowed by the
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// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
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// games effectively add a depth bias to the values written to the depth buffer.
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out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
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"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
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out.Write("o.pos.z = o.pos.w * " I_PIXELPOSITIONCORRECTION ".w - "
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"o.pos.z * " I_PIXELPOSITIONCORRECTION ".z;\n");
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if (!host_config.backend_clip_control)
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{
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@ -451,15 +451,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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// Correct for negative viewports by mirroring all vertices. We need to negate the height here,
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// since the viewport height is already negated by the render backend.
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out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n");
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// The console GPU places the pixel center at 7/12 in screen space unless
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// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
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// in some primitives being placed one pixel too far to the bottom-right,
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// which in turn can be critical if it happens for clear quads.
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// Hence, we compensate for this pixel center difference so that primitives
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// get rasterized correctly.
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out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
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out.Write("o.pos.xy *= sign(" I_PIXELPOSITIONCORRECTION ".xy * float2(1.0, -1.0));\n");
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if (vertex_rounding)
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{
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@ -624,8 +624,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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// divide, because some games will use a depth range larger than what is allowed by the
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// graphics API. These large depth ranges will still be clipped to the 0..1 range, so these
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// games effectively add a depth bias to the values written to the depth buffer.
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out.Write("o.pos.z = o.pos.w * " I_PIXELCENTERCORRECTION ".w - "
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"o.pos.z * " I_PIXELCENTERCORRECTION ".z;\n");
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out.Write("o.pos.z = o.pos.w * " I_PIXELPOSITIONCORRECTION ".w - "
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"o.pos.z * " I_PIXELPOSITIONCORRECTION ".z;\n");
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if (!host_config.backend_clip_control)
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{
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@ -637,15 +637,7 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho
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// Correct for negative viewports by mirroring all vertices. We need to negate the height here,
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// since the viewport height is already negated by the render backend.
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out.Write("o.pos.xy *= sign(" I_PIXELCENTERCORRECTION ".xy * float2(1.0, -1.0));\n");
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// The console GPU places the pixel center at 7/12 in screen space unless
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// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
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// in some primitives being placed one pixel too far to the bottom-right,
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// which in turn can be critical if it happens for clear quads.
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// Hence, we compensate for this pixel center difference so that primitives
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// get rasterized correctly.
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out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION ".xy;\n");
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out.Write("o.pos.xy *= sign(" I_PIXELPOSITIONCORRECTION ".xy * float2(1.0, -1.0));\n");
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if (vertex_rounding)
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{
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@ -335,27 +335,14 @@ void VertexShaderManager::SetConstants(const std::vector<std::string>& textures,
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{
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xf_state_manager.ResetViewportChange();
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// The console GPU places the pixel center at 7/12 unless antialiasing
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// is enabled, while D3D and OpenGL place it at 0.5. See the comment
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// in VertexShaderGen.cpp for details.
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// NOTE: If we ever emulate antialiasing, the sample locations set by
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// BP registers 0x01-0x04 need to be considered here.
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const float pixel_center_correction = 7.0f / 12.0f - 0.5f;
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const bool bUseVertexRounding = g_ActiveConfig.UseVertexRounding();
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const float viewport_width = bUseVertexRounding ?
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(2.f * xfmem.viewport.wd) :
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g_framebuffer_manager->EFBToScaledXf(2.f * xfmem.viewport.wd);
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const float viewport_height = bUseVertexRounding ?
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(2.f * xfmem.viewport.ht) :
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g_framebuffer_manager->EFBToScaledXf(2.f * xfmem.viewport.ht);
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const float pixel_size_x = 2.f / viewport_width;
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const float pixel_size_y = 2.f / viewport_height;
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constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
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constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
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constants.pixelpositioncorrection[0] = xfmem.viewport.wd >= 0 ? 1.0f : -1.0f;
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constants.pixelpositioncorrection[1] = xfmem.viewport.ht >= 0 ? 1.0f : -1.0f;
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// By default we don't change the depth value at all in the vertex shader.
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constants.pixelcentercorrection[2] = 1.0f;
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constants.pixelcentercorrection[3] = 0.0f;
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constants.pixelpositioncorrection[2] = 1.0f;
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constants.pixelpositioncorrection[3] = 0.0f;
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constants.viewport[0] = (2.f * xfmem.viewport.wd);
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constants.viewport[1] = (2.f * xfmem.viewport.ht);
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@ -368,19 +355,19 @@ void VertexShaderManager::SetConstants(const std::vector<std::string>& textures,
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{
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// Sometimes the console also tries to use the reversed-Z trick. We can only do
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// that with the expected accuracy if the backend can reverse the depth range.
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constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
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constants.pixelpositioncorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
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if (xfmem.viewport.zRange < 0.0f)
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constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
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constants.pixelpositioncorrection[3] = xfmem.viewport.farZ / 16777215.0f;
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else
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constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
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constants.pixelpositioncorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
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}
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else
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{
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// For backends that don't support reversing the depth range we can still render
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// cases where the console uses the reversed-Z trick. But we simply can't provide
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// the expected accuracy, which might result in z-fighting.
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constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
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constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
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constants.pixelpositioncorrection[2] = xfmem.viewport.zRange / 16777215.0f;
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constants.pixelpositioncorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
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}
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}
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