From c720af00bb9db153fc26e982ae379006fa7dbbc2 Mon Sep 17 00:00:00 2001 From: Erik Abair Date: Thu, 15 May 2025 12:54:56 -0700 Subject: [PATCH] nv2a/vsh: Replace NaN with 1.0 for Bx, Dx, Fog outputs and MUL zero-check --- hw/xbox/nv2a/pgraph/glsl/vsh-prog.c | 2 +- hw/xbox/nv2a/pgraph/glsl/vsh.c | 17 +++++++++++------ 2 files changed, 12 insertions(+), 7 deletions(-) diff --git a/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c b/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c index 0530e7ea7b..3e0ab5fbba 100644 --- a/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c +++ b/hw/xbox/nv2a/pgraph/glsl/vsh-prog.c @@ -639,7 +639,7 @@ static const char* vsh_header = // Unfortunately mix() falls victim to the same handling of exceptional // (inf/NaN) handling as a multiply, so per-component comparisons are used // to guarantee HW behavior (anything * 0 must == 0). - " vec4 zero_components = sign(src0) * sign(src1);\n" + " vec4 zero_components = sign(NaNToOne(src0)) * sign(NaNToOne(src1));\n" " vec4 ret = src0 * src1;\n" " if (zero_components.x == 0.0) { ret.x = 0.0; }\n" " if (zero_components.y == 0.0) { ret.y = 0.0; }\n" diff --git a/hw/xbox/nv2a/pgraph/glsl/vsh.c b/hw/xbox/nv2a/pgraph/glsl/vsh.c index 25c846bbde..f3c5dd5a43 100644 --- a/hw/xbox/nv2a/pgraph/glsl/vsh.c +++ b/hw/xbox/nv2a/pgraph/glsl/vsh.c @@ -81,6 +81,10 @@ MString *pgraph_gen_vsh_glsl(const ShaderState *state, bool prefix_outputs) " t = clamp(t, uintBitsToFloat(0xDF800000), uintBitsToFloat(0x9F800000));\n" " }\n" " return t;\n" + "}\n" + "\n" + "vec4 NaNToOne(vec4 src) {\n" + " return mix(src, vec4(1.0), isnan(src));\n" "}\n"); pgraph_get_glsl_vtx_header(header, state->vulkan, state->smooth_shading, @@ -128,6 +132,7 @@ MString *pgraph_gen_vsh_glsl(const ShaderState *state, bool prefix_outputs) } } } + mstring_append(header, "\n"); MString *body = mstring_from_str("void main() {\n"); @@ -232,17 +237,17 @@ MString *pgraph_gen_vsh_glsl(const ShaderState *state, bool prefix_outputs) break; } - mstring_append(body, " oFog.xyzw = vec4(fogFactor);\n"); + mstring_append(body, " oFog = NaNToOne(vec4(fogFactor));\n"); } else { /* FIXME: Is the fog still calculated / passed somehow?! */ - mstring_append(body, " oFog.xyzw = vec4(1.0);\n"); + mstring_append(body, " oFog = vec4(1.0);\n"); } /* Set outputs */ mstring_append(body, "\n" - " vtxD0 = clamp(oD0, 0.0, 1.0);\n" - " vtxB0 = clamp(oB0, 0.0, 1.0);\n" + " vtxD0 = clamp(NaNToOne(oD0), 0.0, 1.0);\n" + " vtxB0 = clamp(NaNToOne(oB0), 0.0, 1.0);\n" " vtxFog = oFog.x;\n" " vtxT0 = oT0;\n" " vtxT1 = oT1;\n" @@ -253,8 +258,8 @@ MString *pgraph_gen_vsh_glsl(const ShaderState *state, bool prefix_outputs) if (state->specular_enable) { mstring_append(body, - " vtxD1 = clamp(oD1, 0.0, 1.0);\n" - " vtxB1 = clamp(oB1, 0.0, 1.0);\n" + " vtxD1 = clamp(NaNToOne(oD1), 0.0, 1.0);\n" + " vtxB1 = clamp(NaNToOne(oB1), 0.0, 1.0);\n" ); if (state->ignore_specular_alpha) {