[Base] Float clamping cleanup
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@ -851,7 +851,7 @@ bool XmaContext::ConvertFrame(const uint8_t** samples, int num_channels,
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auto in = reinterpret_cast<const float*>(samples[j]);
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// Raw samples sometimes aren't within [-1, 1]
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float scaled_sample = xe::saturate(in[i]) * scale;
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float scaled_sample = xe::saturate_signed(in[i]) * scale;
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// Convert the sample and output it in big endian.
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auto sample = static_cast<int16_t>(scaled_sample);
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@ -57,8 +57,16 @@ constexpr T round_up(T value, V multiple) {
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return value ? (((value + multiple - 1) / multiple) * multiple) : multiple;
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}
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constexpr float saturate(float value) {
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return std::max(std::min(1.0f, value), -1.0f);
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// Using the same conventions as in shading languages, returning 0 for NaN.
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// std::max is `a < b ? b : a`, thus in case of NaN, the first argument is
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// always returned. Also -0 is not < +0, so +0 is also chosen for it.
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template <typename T>
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constexpr T saturate_unsigned(T value) {
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return std::min(static_cast<T>(1.0f), std::max(static_cast<T>(0.0f), value));
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}
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template <typename T>
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constexpr T saturate_signed(T value) {
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return std::min(static_cast<T>(1.0f), std::max(static_cast<T>(-1.0f), value));
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}
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// Gets the next power of two value that is greater than or equal to the given
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@ -9,6 +9,8 @@
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#include "xenia/gpu/d3d12/d3d12_graphics_system.h"
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#include <algorithm>
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#include "xenia/base/logging.h"
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#include "xenia/base/math.h"
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#include "xenia/gpu/d3d12/d3d12_command_processor.h"
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@ -409,12 +409,13 @@ void GetHostViewportInfo(const RegisterFile& regs, uint32_t resolution_scale,
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float axis_0 = offset_axis - scale_axis_abs;
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float axis_1 = offset_axis + scale_axis_abs;
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float axis_max_unscaled_float = float(xy_max_unscaled[i]);
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// fmax to drop NaN and < 0, min as float (axis_max_unscaled_float is well
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// below 2^24) to safely drop very large values.
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// max(0.0f, xy) drops NaN and < 0 - max picks the first argument in the
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// !(a < b) case (always for NaN), min as float (axis_max_unscaled_float
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// is well below 2^24) to safely drop very large values.
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uint32_t axis_0_int =
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uint32_t(std::min(std::fmax(axis_0, 0.0f), axis_max_unscaled_float));
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uint32_t(std::min(axis_max_unscaled_float, std::max(0.0f, axis_0)));
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uint32_t axis_1_int =
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uint32_t(std::min(std::fmax(axis_1, 0.0f), axis_max_unscaled_float));
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uint32_t(std::min(axis_max_unscaled_float, std::max(0.0f, axis_1)));
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uint32_t axis_extent_int = axis_1_int - axis_0_int;
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viewport_info_out.xy_offset[i] = axis_0_int * resolution_scale;
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viewport_info_out.xy_extent[i] = axis_extent_int * resolution_scale;
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@ -517,9 +518,8 @@ void GetHostViewportInfo(const RegisterFile& regs, uint32_t resolution_scale,
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// extension. But cases when this really matters are yet to be found -
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// trying to fix this will result in more correct depth values, but
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// incorrect clipping.
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z_min = std::min(std::fmax(host_clip_offset_z, 0.0f), 1.0f);
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z_max = std::min(std::fmax(host_clip_offset_z + host_clip_scale_z, 0.0f),
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1.0f);
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z_min = xe::saturate_unsigned(host_clip_offset_z);
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z_max = xe::saturate_unsigned(host_clip_offset_z + host_clip_scale_z);
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// Direct3D 12 doesn't allow reverse depth range - on some drivers it
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// works, on some drivers it doesn't, actually, but it was never
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// explicitly allowed by the specification.
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@ -585,10 +585,11 @@ bool RenderTargetCache::Update(bool is_rasterization_done,
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// Using floor, or, rather, truncation (because maxing with zero anyway)
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// similar to how viewport scissoring behaves on real AMD, Intel and Nvidia
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// GPUs on Direct3D 12, also like in draw_util::GetHostViewportInfo.
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// fmax to drop NaN and < 0, min as float (height_used is well below 2^24)
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// to safely drop very large values.
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height_used = uint32_t(
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std::min(std::fmax(viewport_bottom, 0.0f), float(height_used)));
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// max(0.0f, viewport_bottom) to drop NaN and < 0 - max picks the first
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// argument in the !(a < b) case (always for NaN), min as float (height_used
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// is well below 2^24) to safely drop very large values.
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height_used =
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uint32_t(std::min(float(height_used), std::max(0.0f, viewport_bottom)));
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}
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int32_t scissor_bottom =
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int32_t(regs.Get<reg::PA_SC_WINDOW_SCISSOR_BR>().br_y);
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@ -1031,7 +1031,7 @@ void ProgressBar(float frac, float width, float height = 0,
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if (height == 0) {
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height = ImGui::GetTextLineHeightWithSpacing();
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}
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frac = xe::saturate(frac);
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frac = xe::saturate_unsigned(frac);
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const auto fontAtlas = ImGui::GetIO().Fonts;
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