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Merge pull request #11380 from unknownbrackets/softgpu

GPU: Handle bad fog params as large signed vals
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hrydgard committed Sep 10, 2018
2 parents e2a9f6a + 797327e commit 6ffa5bdcafd86c2efd55a75911733d83ea74a9f0
@@ -1,4 +1,5 @@
#include <algorithm>
#include <cmath>
#include "ShaderUniforms.h"
#include "base/display.h"
@@ -119,22 +120,15 @@ void BaseUpdateUniforms(UB_VS_FS_Base *ub, uint64_t dirtyUniforms, bool flipView
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
if (my_isinf(fogcoef[1])) {
// not really sure what a sensible value might be.
fogcoef[1] = fogcoef[1] < 0.0f ? -10000.0f : 10000.0f;
} else if (my_isnan(fogcoef[1])) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fogcoef[0] = 100000.0f;
fogcoef[1] = 1.0f;
// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
if (my_isnanorinf(fogcoef[0])) {
// Not really sure what a sensible value might be, but let's try 64k.
fogcoef[0] = std::signbit(fogcoef[0]) ? -65535.0f : 65535.0f;
}
#ifndef MOBILE_DEVICE
else if (my_isnanorinf(fogcoef[1]) || my_isnanorinf(fogcoef[0])) {
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef[0], fogcoef[1]);
if (my_isnanorinf(fogcoef[1])) {
fogcoef[1] = std::signbit(fogcoef[1]) ? -65535.0f : 65535.0f;
}
#endif
CopyFloat2(ub->fogCoef, fogcoef);
}
@@ -15,6 +15,7 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cmath>
#include "math/math_util.h"
#include "gfx_es2/gpu_features.h"
@@ -181,18 +182,13 @@ void SoftwareTransform(
Lighter lighter(vertType);
float fog_end = getFloat24(gstate.fog1);
float fog_slope = getFloat24(gstate.fog2);
// Same fixup as in ShaderManager.cpp
if (my_isinf(fog_slope)) {
// not really sure what a sensible value might be.
fog_slope = fog_slope < 0.0f ? -10000.0f : 10000.0f;
// Same fixup as in ShaderManagerGLES.cpp
if (my_isnanorinf(fog_end)) {
// Not really sure what a sensible value might be, but let's try 64k.
fog_end = std::signbit(fog_end) ? -65535.0f : 65535.0f;
}
if (my_isnan(fog_slope)) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fog_end = 100000.0f;
fog_slope = 1.0f;
if (my_isnanorinf(fog_slope)) {
fog_slope = std::signbit(fog_slope) ? -65535.0f : 65535.0f;
}
int colorIndOffset = 0;
@@ -19,6 +19,7 @@
#define SHADERLOG
#endif
#include <cmath>
#include <map>
#include "gfx/d3d9_shader.h"
#include "base/logging.h"
@@ -364,22 +365,15 @@ void ShaderManagerDX9::VSUpdateUniforms(u64 dirtyUniforms) {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
if (my_isinf(fogcoef[1])) {
// not really sure what a sensible value might be.
fogcoef[1] = fogcoef[1] < 0.0f ? -10000.0f : 10000.0f;
} else if (my_isnan(fogcoef[1])) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fogcoef[0] = 100000.0f;
fogcoef[1] = 1.0f;
// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
if (my_isnanorinf(fogcoef[0])) {
// Not really sure what a sensible value might be, but let's try 64k.
fogcoef[0] = std::signbit(fogcoef[0]) ? -65535.0f : 65535.0f;
}
#ifndef MOBILE_DEVICE
else if (my_isnanorinf(fogcoef[1]) || my_isnanorinf(fogcoef[0])) {
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef[0], fogcoef[1]);
if (my_isnanorinf(fogcoef[1])) {
fogcoef[1] = std::signbit(fogcoef[1]) ? -65535.0f : 65535.0f;
}
#endif
VSSetFloatArray(CONST_VS_FOGCOEF, fogcoef, 2);
}
// TODO: Could even set all bones in one go if they're all dirty.
@@ -19,8 +19,9 @@
#include "Common/CommonWindows.h"
#endif
#include <map>
#include <cmath>
#include <cstdio>
#include <map>
#include "math/dataconv.h"
#include "base/logging.h"
@@ -383,22 +384,15 @@ void LinkedShader::UpdateUniforms(u32 vertType, const ShaderID &vsid) {
getFloat24(gstate.fog1),
getFloat24(gstate.fog2),
};
if (my_isinf(fogcoef[1])) {
// not really sure what a sensible value might be.
fogcoef[1] = fogcoef[1] < 0.0f ? -10000.0f : 10000.0f;
} else if (my_isnan(fogcoef[1])) {
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
// Just put the fog far away at a large finite distance.
// Infinities and NaNs are rather unpredictable in shaders on many GPUs
// so it's best to just make it a sane calculation.
fogcoef[0] = 100000.0f;
fogcoef[1] = 1.0f;
// The PSP just ignores infnan here (ignoring IEEE), so take it down to a valid float.
// Workaround for https://github.com/hrydgard/ppsspp/issues/5384#issuecomment-38365988
if (my_isnanorinf(fogcoef[0])) {
// Not really sure what a sensible value might be, but let's try 64k.
fogcoef[0] = std::signbit(fogcoef[0]) ? -65535.0f : 65535.0f;
}
#ifndef MOBILE_DEVICE
else if (my_isnanorinf(fogcoef[1]) || my_isnanorinf(fogcoef[0])) {
ERROR_LOG_REPORT_ONCE(fognan, G3D, "Unhandled fog NaN/INF combo: %f %f", fogcoef[0], fogcoef[1]);
if (my_isnanorinf(fogcoef[1])) {
fogcoef[1] = std::signbit(fogcoef[1]) ? -65535.0f : 65535.0f;
}
#endif
render_->SetUniformF(&u_fogcoef, 2, fogcoef);
}
@@ -15,6 +15,8 @@
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <cmath>
#include "math/math_util.h"
#include "Common/MemoryUtil.h"
#include "Core/Config.h"
#include "GPU/GPUState.h"
@@ -216,8 +218,17 @@ VertexData TransformUnit::ReadVertex(VertexReader& vreader)
ModelCoords viewpos = TransformUnit::WorldToView(vertex.worldpos);
vertex.clippos = ClipCoords(TransformUnit::ViewToClip(viewpos));
if (gstate.isFogEnabled()) {
// TODO: Validate inf/nan.
vertex.fogdepth = (viewpos.z + getFloat24(gstate.fog1)) * getFloat24(gstate.fog2);
float fog_end = getFloat24(gstate.fog1);
float fog_slope = getFloat24(gstate.fog2);
// Same fixup as in ShaderManagerGLES.cpp
if (my_isnanorinf(fog_end)) {
// Not really sure what a sensible value might be, but let's try 64k.
fog_end = std::signbit(fog_end) ? -65535.0f : 65535.0f;
}
if (my_isnanorinf(fog_slope)) {
fog_slope = std::signbit(fog_slope) ? -65535.0f : 65535.0f;
}
vertex.fogdepth = (viewpos.z + fog_end) * fog_slope;
} else {
vertex.fogdepth = 1.0f;
}

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