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https://github.com/MaSzyna-EU07/maszyna.git
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Review of the alpha to coverage change for alpha tested surfaces: - An alpha which is flat over the pixel (fwidth 0) and equal to the opacity threshold got a coverage of 0.5, so e.g. opacity 1 on an opaque or DXT1 texture turned half see-through with multisampling. Without an alpha edge in the pixel the plain test decides now: step(opacity, alpha). - The shaders took the coverage path whenever they were built with multisampling, also where alpha to coverage is off (the reflections pass) or does nothing (the single-sampled model previews), and grew the cut-outs there by about half a pixel. model_ubo gets an alpha_to_coverage flag, set together with the GL state, and the shaders keep the plain alpha test without it. The previews no longer turn alpha to coverage on. The flag takes 4 of the 12 padding bytes after shadow_tone, so the std140 layout and the size of the block stay the same. - The shader validator never set iMultisampling, so it never compiled the alpha to coverage branches. Its "features on" configuration uses the default of 2 now, on desktop GL and GLES.
153 lines
5.6 KiB
C++
153 lines
5.6 KiB
C++
#include "stdafx.h"
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#include "glsl_common.h"
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std::string gl::glsl_common;
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void gl::glsl_common_setup()
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{
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glsl_common =
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"#define SHADOWMAP_ENABLED " + std::to_string((int)Global.gfx_shadowmap_enabled) + "\n" +
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"#define ENVMAP_ENABLED " + std::to_string((int)Global.gfx_envmap_enabled) + "\n" +
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"#define MOTIONBLUR_ENABLED " + std::to_string((int)Global.gfx_postfx_motionblur_enabled) + "\n" +
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"#define POSTFX_ENABLED " + std::to_string((int)!Global.gfx_skippipeline) + "\n" +
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"#define EXTRAEFFECTS_ENABLED " + std::to_string((int)Global.gfx_extraeffects) + "\n" +
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"#define ALPHA_TO_COVERAGE_ENABLED " + std::to_string((int)(Global.iMultisampling > 0)) + "\n" +
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"#define MAX_LIGHTS " + std::to_string(MAX_LIGHTS) + "U\n" +
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"#define MAX_CASCADES " + std::to_string(MAX_CASCADES) + "U\n" +
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"#define MAX_PARAMS " + std::to_string(MAX_PARAMS) + "U\n" +
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"#define MAX_INSTANCES_PER_BATCH " + std::to_string(MAX_INSTANCES_PER_BATCH) + "U\n" +
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R"STRING(
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const uint LIGHT_SPOT = 0U;
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const uint LIGHT_POINT = 1U;
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const uint LIGHT_DIR = 2U;
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const uint LIGHT_HEADLIGHTS = 3U;
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struct light_s
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{
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vec3 pos;
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uint type;
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vec3 dir;
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float in_cutoff;
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vec3 color;
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float out_cutoff;
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float linear;
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float quadratic;
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float intensity;
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float ambient;
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mat4 headlight_projection;
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vec4 headlight_weights;
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};
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layout(std140) uniform light_ubo
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{
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vec3 ambient;
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vec3 fog_color;
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uint lights_count;
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light_s lights[MAX_LIGHTS];
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};
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layout (std140) uniform model_ubo
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{
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mat4 modelview;
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mat3 modelviewnormal;
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vec4 param[MAX_PARAMS];
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mat4 future;
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float opacity;
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float emission;
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float fog_density;
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float alpha_mult;
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float shadow_tone;
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float alpha_to_coverage;
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};
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layout (std140) uniform scene_ubo
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{
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mat4 projection;
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mat4 inv_view;
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mat4 lightview[MAX_CASCADES];
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vec3 cascade_end;
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float time;
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vec4 rain_params;
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vec4 wiper_pos;
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vec4 wiper_timer_out;
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vec4 wiper_timer_return;
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};
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// Per-instance modelview matrices for GPU-instanced draws.
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// The UBO itself is declared in every stage so the binding stays valid,
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// but the helper functions reference gl_InstanceID which is vertex-only,
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// so they are guarded behind STAGE_VERTEX.
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layout (std140) uniform instance_ubo
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{
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mat4 instance_modelview[MAX_INSTANCES_PER_BATCH];
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};
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#ifdef STAGE_VERTEX
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// For non-instanced draws gl_InstanceID == 0 and slot 0 is permanently set
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// to identity, so effective_modelview() reduces to model_ubo.modelview.
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// For instanced draws the C++ side uploads camera-space root transforms for
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// instances 0..N-1 and sets model_ubo.modelview to the submodel-local chain
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// (computed from identity, NOT from the camera/instance), so the product
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// gives the correct final transform per instance per submodel.
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mat4 effective_modelview() {
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return instance_modelview[gl_InstanceID] * modelview;
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}
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mat3 effective_modelviewnormal() {
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// instance_modelview can include per-instance scale (uniform or per-axis),
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// so its upper-3x3 is NOT its own inverse-transpose in the non-uniform
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// case. Compute the correct normal matrix via transpose(inverse(...)).
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// For pure rotation+translation this still produces the rotation matrix
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// (one extra mat3 inverse per vertex — modern GPUs handle it cheaply).
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mat3 instance_mv3 = mat3(instance_modelview[gl_InstanceID]);
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mat3 instance_normal = transpose(inverse(instance_mv3));
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return instance_normal * modelviewnormal;
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}
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#endif
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#ifdef STAGE_FRAGMENT
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// alpha tested surfaces (positive opacity, the opaque pass) get the coverage of their alpha
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// test edge from GL_SAMPLE_ALPHA_TO_COVERAGE, which the renderer turns on for them with
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// multisampling; otherwise the alpha test keeps or drops whole pixels and its edges stay
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// jagged whatever the multisampling. the alpha is sharpened to go from 0 to 1 over about
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// a pixel around the test threshold, so the edge keeps the place and sharpness the alpha
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// test gave it. computed before any discard, which leaves the derivatives undefined.
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// alpha_to_coverage of model_ubo tells whether alpha to coverage is on for this draw; where
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// it isn't (reflections, previews) the shaders keep the plain alpha test
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float alpha_coverage(float alpha)
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{
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#if ALPHA_TO_COVERAGE_ENABLED
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if (opacity > 0.0 && alpha_to_coverage > 0.0)
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{
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// a flat alpha has no edge in the pixel and gets the plain test, so an alpha equal
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// to the threshold stays fully covered
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float fw = fwidth(alpha);
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return (fw > 0.0 ? clamp((alpha - opacity) / fw + 0.5, 0.0, 1.0) : step(opacity, alpha));
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}
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#endif
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return alpha;
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}
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// true for the fragments the alpha test drops: below the opacity threshold in the opaque
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// pass, at or above it (negative opacity) in the translucent pass. with alpha to coverage
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// only the fragments which cover no sample at all
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bool alpha_test_fail(float alpha, float coverage)
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{
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#if ALPHA_TO_COVERAGE_ENABLED
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if (opacity > 0.0 && alpha_to_coverage > 0.0)
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return coverage <= 0.0;
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#endif
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return (opacity >= 0.0 ? (alpha < opacity) : (alpha >= -opacity));
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}
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#endif
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)STRING";
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}
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