Merge pull request #16069 from unknownbrackets/depth-clamp

GPU: Simplify depth clamped clip planes
This commit is contained in:
Henrik Rydgård authored and GitHub committed 2022-09-21 10:01:49 +02:00
commit 3ff400e40e
1 file changed
+4 -7
+4 -7
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@@ -1189,37 +1189,34 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
WRITE(p, " %sv_fogdepth = (viewPos.z + u_fogcoef.x) * u_fogcoef.y;\n", compat.vsOutPrefix);
}
if (clipClampedDepth || (vertexRangeCulling && !IsVRBuild())) {
WRITE(p, " vec3 projPos = outPos.xyz / outPos.w;\n");
}
if (clipClampedDepth) {
const char *clip0 = compat.shaderLanguage == HLSL_D3D11 ? ".x" : "[0]";
const char *clip1 = compat.shaderLanguage == HLSL_D3D11 ? ".y" : "[1]";
WRITE(p, " mediump float integerZ = projPos.z * u_depthRange.x + u_depthRange.y;\n");
// This should clip against minz, but only when it's above zero.
if (ShaderLanguageIsOpenGL(compat.shaderLanguage)) {
// On OpenGL/GLES, these values account for the -1 -> 1 range.
WRITE(p, " if (u_depthRange.y - u_depthRange.x >= 1.0) {\n");
WRITE(p, " %sgl_ClipDistance%s = outPos.w + outPos.z;\n", compat.vsOutPrefix, clip0);
} else {
// Everywhere else, it's 0 -> 1, simpler.
WRITE(p, " if (u_depthRange.y >= 1.0) {\n");
WRITE(p, " %sgl_ClipDistance%s = outPos.z;\n", compat.vsOutPrefix, clip0);
}
WRITE(p, " %sgl_ClipDistance%s = integerZ * outPos.w;\n", compat.vsOutPrefix, clip0);
WRITE(p, " } else {\n");
WRITE(p, " %sgl_ClipDistance%s = 0.0;\n", compat.vsOutPrefix, clip0);
WRITE(p, " }\n");
// This is similar, but for maxz when it's below 65535.0. -1/0 don't matter here.
WRITE(p, " if (u_depthRange.x + u_depthRange.y <= 65534.0) {\n");
WRITE(p, " %sgl_ClipDistance%s = (65535.0 - integerZ) * outPos.w;\n", compat.vsOutPrefix, clip1);
WRITE(p, " %sgl_ClipDistance%s = outPos.w - outPos.z;\n", compat.vsOutPrefix, clip1);
WRITE(p, " } else {\n");
WRITE(p, " %sgl_ClipDistance%s = 0.0;\n", compat.vsOutPrefix, clip1);
WRITE(p, " }\n");
}
if (vertexRangeCulling && !IsVRBuild()) {
WRITE(p, " vec3 projPos = outPos.xyz / outPos.w;\n");
WRITE(p, " float projZ = (projPos.z - u_depthRange.z) * u_depthRange.w;\n");
// Vertex range culling doesn't happen when Z clips, note sign of w is important.
WRITE(p, " if (u_cullRangeMin.w <= 0.0 || projZ * outPos.w > -outPos.w) {\n");