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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
This commit is contained in:
clayjohn
2022-09-20 14:21:31 -07:00
parent 6f5704d86f
commit 27a3014f50
9 changed files with 207 additions and 14 deletions

View File

@@ -129,12 +129,52 @@ invariant gl_Position;
#GLOBALS
#ifdef USE_DOUBLE_PRECISION
// Helper functions for emulating double precision when adding floats.
vec3 quick_two_sum(vec3 a, vec3 b, out vec3 out_p) {
vec3 s = a + b;
out_p = b - (s - a);
return s;
}
vec3 two_sum(vec3 a, vec3 b, out vec3 out_p) {
vec3 s = a + b;
vec3 v = s - a;
out_p = (a - (s - v)) + (b - v);
return s;
}
vec3 double_add_vec3(vec3 base_a, vec3 prec_a, vec3 base_b, vec3 prec_b, out vec3 out_precision) {
vec3 s, t, se, te;
s = two_sum(base_a, base_b, se);
t = two_sum(prec_a, prec_b, te);
se += t;
s = quick_two_sum(s, se, se);
se += te;
s = quick_two_sum(s, se, out_precision);
return s;
}
#endif
void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multimesh_offset, in SceneData scene_data, in mat4 model_matrix, out vec4 screen_pos) {
vec4 instance_custom = vec4(0.0);
#if defined(COLOR_USED)
color_interp = color_attrib;
#endif
mat4 inv_view_matrix = scene_data.inv_view_matrix;
#ifdef USE_DOUBLE_PRECISION
vec3 model_precision = vec3(model_matrix[0][3], model_matrix[1][3], model_matrix[2][3]);
model_matrix[0][3] = 0.0;
model_matrix[1][3] = 0.0;
model_matrix[2][3] = 0.0;
vec3 view_precision = vec3(inv_view_matrix[0][3], inv_view_matrix[1][3], inv_view_matrix[2][3]);
inv_view_matrix[0][3] = 0.0;
inv_view_matrix[1][3] = 0.0;
inv_view_matrix[2][3] = 0.0;
#endif
mat3 model_normal_matrix;
if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_NON_UNIFORM_SCALE)) {
model_normal_matrix = transpose(inverse(mat3(model_matrix)));
@@ -142,11 +182,12 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
model_normal_matrix = mat3(model_matrix);
}
mat4 matrix;
mat4 read_model_matrix = model_matrix;
if (is_multimesh) {
//multimesh, instances are for it
mat4 matrix;
#ifdef USE_PARTICLE_TRAILS
uint trail_size = (instances.data[instance_index].flags >> INSTANCE_FLAGS_PARTICLE_TRAIL_SHIFT) & INSTANCE_FLAGS_PARTICLE_TRAIL_MASK;
uint stride = 3 + 1 + 1; //particles always uses this format
@@ -232,7 +273,14 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
#endif
//transpose
matrix = transpose(matrix);
model_matrix = model_matrix * matrix;
#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
// Normally we can bake the multimesh transform into the model matrix, but when using double precision
// we avoid baking it in so we can emulate high precision.
read_model_matrix = model_matrix * matrix;
#if !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
model_matrix = read_model_matrix;
#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED)
#endif // !defined(USE_DOUBLE_PRECISION) || defined(SKIP_TRANSFORM_USED) || defined(VERTEX_WORLD_COORDS_USED) || defined(MODEL_MATRIX_USED)
model_normal_matrix = model_normal_matrix * mat3(matrix);
}
@@ -297,7 +345,22 @@ void vertex_shader(in uint instance_index, in bool is_multimesh, in uint multime
// using local coordinates (default)
#if !defined(SKIP_TRANSFORM_USED) && !defined(VERTEX_WORLD_COORDS_USED)
#ifdef USE_DOUBLE_PRECISION
// We separate the basis from the origin becasue the basis is fine with single point precision.
// Then we combine the translations from the model matrix and the view matrix using emulated doubles.
// We add the result to the vertex and ignore the final lost precision.
vec3 model_origin = model_matrix[3].xyz;
if (is_multimesh) {
vertex = mat3(matrix) * vertex;
model_origin = double_add_vec3(model_origin, model_precision, matrix[3].xyz, vec3(0.0), model_precision);
}
vertex = mat3(model_matrix) * vertex;
vec3 temp_precision; // Will be ignored.
vertex += double_add_vec3(model_origin, model_precision, scene_data.inv_view_matrix[3].xyz, view_precision, temp_precision);
vertex = mat3(scene_data.view_matrix) * vertex;
#else
vertex = (modelview * vec4(vertex, 1.0)).xyz;
#endif
#ifdef NORMAL_USED
normal = modelview_normal * normal;
#endif
@@ -490,7 +553,6 @@ layout(location = 10) in flat uint instance_index_interp;
//defines to keep compatibility with vertex
#define model_matrix instances.data[draw_call.instance_index].transform
#ifdef USE_MULTIVIEW
#define projection_matrix scene_data.projection_matrix_view[ViewIndex]
#define inv_projection_matrix scene_data.inv_projection_matrix_view[ViewIndex]
@@ -737,6 +799,17 @@ void fragment_shader(in SceneData scene_data) {
vec2 alpha_texture_coordinate = vec2(0.0, 0.0);
#endif // ALPHA_ANTIALIASING_EDGE_USED
mat4 inv_view_matrix = scene_data.inv_view_matrix;
mat4 read_model_matrix = instances.data[instance_index].transform;
#ifdef USE_DOUBLE_PRECISION
read_model_matrix[0][3] = 0.0;
read_model_matrix[1][3] = 0.0;
read_model_matrix[2][3] = 0.0;
inv_view_matrix[0][3] = 0.0;
inv_view_matrix[1][3] = 0.0;
inv_view_matrix[2][3] = 0.0;
#endif
{
#CODE : FRAGMENT
}