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rsx: Add floor workaround for GPUs with rounding issues
- Mainly affects nvidia where x/w * w can sometimes return a value smaller than x. In such conditions, floor(x) will return x-1 if x is an integer which is horribly wrong and exaggerates minor precision drift to great proportions.
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4 changed files with 20 additions and 3 deletions
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@ -828,7 +828,21 @@ std::string FragmentProgramDecompiler::BuildCode()
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"#define _builtin_sqrt(x) sqrt(abs(x))\n"
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"#define _builtin_rcp(x) (1. / x)\n"
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"#define _builtin_rsq(x) (1. / _builtin_sqrt(x))\n"
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"#define _builtin_div(x, y) (x / y)\n\n";
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"#define _builtin_div(x, y) (x / y)\n";
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if (device_props.has_low_precision_rounding)
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{
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// NVIDIA has terrible rounding errors interpolating constant values across vertices with different w
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// PS3 games blindly rely on interpolating a constant to not change the values
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// Calling floor/equality will fail randomly causing a moire pattern
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OS <<
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"#define _builtin_floor(x) floor(x + 0.000001)\n\n";
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}
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else
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{
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OS <<
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"#define _builtin_floor floor\n\n";
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}
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if (properties.has_pkg)
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{
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@ -954,7 +968,7 @@ bool FragmentProgramDecompiler::handle_sct_scb(u32 opcode)
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case RSX_FP_OPCODE_DST: SetDst("$Ty(1.0, $0.y * $1.y, $0.z, $1.w)", OPFLAGS::op_extern); return true;
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case RSX_FP_OPCODE_REFL: SetDst(getFunction(FUNCTION::FUNCTION_REFL), OPFLAGS::op_extern); return true;
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case RSX_FP_OPCODE_EX2: SetDst("exp2($0.xxxx)"); return true;
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case RSX_FP_OPCODE_FLR: SetDst("floor($0)"); return true;
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case RSX_FP_OPCODE_FLR: SetDst("_builtin_floor($0)"); return true;
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case RSX_FP_OPCODE_FRC: SetDst(getFunction(FUNCTION::FUNCTION_FRACT)); return true;
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case RSX_FP_OPCODE_LIT:
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SetDst("_builtin_lit($0)");
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