[D3D12] ROV: Clamp float16 to 65504 to prevent Infinity

This commit is contained in:
Triang3l 2018-10-20 21:50:57 +03:00
parent 24ebe6b1a7
commit eb185ab64c
1 changed files with 18 additions and 9 deletions

View File

@ -120,9 +120,8 @@ void DxbcShaderTranslator::SetColorFormatSystemConstants(
constants.edram_rt_pack_width_high[rt_index] = 0;
constants.edram_rt_pack_offset_high[rt_index] = 0;
uint32_t color_mask = UINT32_MAX, alpha_mask = UINT32_MAX;
// Initialize min/max to Infinity.
uint32_t color_min = 0xFF800000u, alpha_min = 0xFF800000u;
uint32_t color_max = 0x7F800000u, alpha_max = 0x7F800000u;
uint32_t color_min = 0, alpha_min = 0;
uint32_t color_max = 0x3F800000, alpha_max = 0x3F800000;
float color_load_scale = 1.0f, alpha_load_scale = 1.0f;
float color_store_scale = 1.0f, alpha_store_scale = 1.0f;
switch (format) {
@ -133,8 +132,6 @@ void DxbcShaderTranslator::SetColorFormatSystemConstants(
constants.edram_rt_pack_offset_low[rt_index] =
(8 << 8) | (16 << 16) | (24 << 24);
color_mask = alpha_mask = 255;
color_min = alpha_min = 0;
color_max = alpha_max = 0x3F800000;
color_load_scale = alpha_load_scale = 1.0f / 255.0f;
color_store_scale = alpha_store_scale = 255.0f;
break;
@ -146,8 +143,6 @@ void DxbcShaderTranslator::SetColorFormatSystemConstants(
(10 << 8) | (20 << 16) | (30 << 24);
color_mask = 1023;
alpha_mask = 3;
color_min = alpha_min = 0;
color_max = alpha_max = 0x3F800000;
color_load_scale = 1.0f / 1023.0f;
alpha_load_scale = 1.0f / 3.0f;
color_store_scale = 1023.0f;
@ -161,10 +156,8 @@ void DxbcShaderTranslator::SetColorFormatSystemConstants(
(10 << 8) | (20 << 16) | (30 << 24);
color_mask = 1023;
alpha_mask = 3;
color_min = alpha_min = 0;
// 31.875.
color_max = 0x41FF0000;
alpha_max = 0x3F800000;
alpha_load_scale = 1.0f / 3.0f;
alpha_store_scale = 3.0f;
break;
@ -192,6 +185,18 @@ void DxbcShaderTranslator::SetColorFormatSystemConstants(
constants.edram_rt_pack_offset_high[rt_index] = 16 << 24;
}
color_mask = alpha_mask = 0xFFFF;
// -65504.0 to 65504.0 - the Xbox 360 doesn't have Infinity or NaN in
// float16, instead it has the range expanded to 131008.0, however,
// supporting it correctly would require making changes to texture
// formats (float32 would be required for emulating textures, which is
// pretty big, resolves also will require conversion; vertex fetch, vpkd3d
// CPU instruction). The precision in the 65504-131008 range is very low
// anyway, let's hope games don't really rely on it. So let's only clamp
// to a finite value to remove specials from blending.
// https://blogs.msdn.microsoft.com/chuckw/2013/03/05/known-issues-directxmath-3-03/
// TODO(Triang3l): Maybe handle float16 correctly everywhere.
color_min = alpha_min = 0xC77FE000u;
color_max = alpha_max = 0x477FE000u;
break;
case ColorRenderTargetFormat::k_32_FLOAT:
case ColorRenderTargetFormat::k_32_32_FLOAT:
@ -200,6 +205,10 @@ void DxbcShaderTranslator::SetColorFormatSystemConstants(
if (format == ColorRenderTargetFormat::k_32_32_FLOAT) {
constants.edram_rt_pack_width_high[rt_index] = 32;
}
// -Infinity.
color_min = alpha_min = 0xFF800000u;
// Infinity.
color_max = alpha_max = 0x7F800000u;
break;
default:
assert_always();