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authorclayjohn <claynjohn@gmail.com>2022-09-20 14:21:31 -0700
committerclayjohn <claynjohn@gmail.com>2022-09-20 23:40:01 -0700
commit27a3014f5052ae40f89684a5559c17fbebe7aa8d (patch)
tree7bf20c7a8150f15e1732c020d05ba0654d3402fd /servers/rendering/renderer_rd/forward_mobile
parent6f5704d86f95171ba8b6b2ac9f56e284c4d35d7a (diff)
Emulate double precision for regular rendering operation.
We calculate the lost precision on the CPU and pass it into the GPU so that it can calculate an error-corrected version of the vertex position
Diffstat (limited to 'servers/rendering/renderer_rd/forward_mobile')
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp13
-rw-r--r--servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp6
2 files changed, 17 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
index bea31dc927..3a4c62b301 100644
--- a/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/render_forward_mobile.cpp
@@ -1757,6 +1757,14 @@ void RenderForwardMobile::_render_list_template(RenderingDevice::DrawListID p_dr
RendererRD::MaterialStorage::store_transform(Transform3D(), push_constant.transform);
}
+#ifdef REAL_T_IS_DOUBLE
+ // Split the origin into two components, the float approximation and the missing precision
+ // In the shader we will combine these back together to restore the lost precision.
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.x, &push_constant.transform[12], &push_constant.transform[3]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.y, &push_constant.transform[13], &push_constant.transform[7]);
+ RendererRD::MaterialStorage::split_double(inst->transform.origin.z, &push_constant.transform[14], &push_constant.transform[11]);
+#endif
+
push_constant.flags = inst->flags_cache;
push_constant.gi_offset = inst->gi_offset_cache;
push_constant.layer_mask = inst->layer_mask;
@@ -2472,6 +2480,11 @@ RenderForwardMobile::RenderForwardMobile() {
{
defines += "\n#define MATERIAL_UNIFORM_SET " + itos(MATERIAL_UNIFORM_SET) + "\n";
}
+#ifdef REAL_T_IS_DOUBLE
+ {
+ defines += "\n#define USE_DOUBLE_PRECISION \n";
+ }
+#endif
scene_shader.init(defines);
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
index 383ed9247d..691d431b82 100644
--- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
+++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp
@@ -521,10 +521,10 @@ void SceneShaderForwardMobile::init(const String p_defines) {
//shader compiler
ShaderCompiler::DefaultIdentifierActions actions;
- actions.renames["MODEL_MATRIX"] = "model_matrix";
+ actions.renames["MODEL_MATRIX"] = "read_model_matrix";
actions.renames["MODEL_NORMAL_MATRIX"] = "model_normal_matrix";
actions.renames["VIEW_MATRIX"] = "scene_data.view_matrix";
- actions.renames["INV_VIEW_MATRIX"] = "scene_data.inv_view_matrix";
+ actions.renames["INV_VIEW_MATRIX"] = "inv_view_matrix";
actions.renames["PROJECTION_MATRIX"] = "projection_matrix";
actions.renames["INV_PROJECTION_MATRIX"] = "inv_projection_matrix";
actions.renames["MODELVIEW_MATRIX"] = "modelview";
@@ -657,6 +657,8 @@ void SceneShaderForwardMobile::init(const String p_defines) {
actions.usage_defines["RADIANCE"] = "#define CUSTOM_RADIANCE_USED\n";
actions.usage_defines["IRRADIANCE"] = "#define CUSTOM_IRRADIANCE_USED\n";
+ actions.usage_defines["MODEL_MATRIX"] = "#define MODEL_MATRIX_USED\n";
+
actions.render_mode_defines["skip_vertex_transform"] = "#define SKIP_TRANSFORM_USED\n";
actions.render_mode_defines["world_vertex_coords"] = "#define VERTEX_WORLD_COORDS_USED\n";
actions.render_mode_defines["ensure_correct_normals"] = "#define ENSURE_CORRECT_NORMALS\n";