Fix floating point precision loss in renderer [part 2]

Fix floatTime using float precision instead of double using GCC.
Fix R_BindAnimatedImage to be in sync with function table.
Fix vertexDeform bulge, vertexDeform normals, noise wave function
at high level time.

Revert unnecessary float -> double conversions.
This commit is contained in:
Zack Middleton 2017-08-02 23:29:46 -05:00
parent 30fdd88c9f
commit 59b1262b82
12 changed files with 62 additions and 69 deletions

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@ -116,7 +116,7 @@ extern cvar_t *r_saveFontData;
qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode ); qboolean R_GetModeInfo( int *width, int *height, float *windowAspect, int mode );
float R_NoiseGet4f( float x, float y, float z, float t ); float R_NoiseGet4f( float x, float y, float z, double t );
void R_NoiseInit( void ); void R_NoiseInit( void );
image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags ); image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );

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@ -49,7 +49,7 @@ void R_NoiseInit( void )
} }
} }
float R_NoiseGet4f( float x, float y, float z, float t ) float R_NoiseGet4f( float x, float y, float z, double t )
{ {
int i; int i;
int ix, iy, iz, it; int ix, iy, iz, it;

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@ -716,7 +716,7 @@ void RB_SetGL2D (void) {
// set time for 2D shaders // set time for 2D shaders
backEnd.refdef.time = ri.Milliseconds(); backEnd.refdef.time = ri.Milliseconds();
backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001f; backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
} }

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@ -189,10 +189,10 @@ typedef enum {
typedef struct { typedef struct {
genFunc_t func; genFunc_t func;
double base; float base;
double amplitude; float amplitude;
double phase; float phase;
double frequency; float frequency;
} waveForm_t; } waveForm_t;
#define TR_MAX_TEXMODS 4 #define TR_MAX_TEXMODS 4
@ -252,7 +252,7 @@ typedef struct {
typedef struct { typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS]; image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations; int numImageAnimations;
double imageAnimationSpeed; float imageAnimationSpeed;
texCoordGen_t tcGen; texCoordGen_t tcGen;
vec3_t tcGenVectors[2]; vec3_t tcGenVectors[2];

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@ -344,7 +344,7 @@ void RE_RenderScene( const refdef_t *fd ) {
// derived info // derived info
tr.refdef.floatTime = tr.refdef.time * 0.001f; tr.refdef.floatTime = tr.refdef.time * 0.001;
tr.refdef.numDrawSurfs = r_firstSceneDrawSurf; tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs; tr.refdef.drawSurfs = backEndData->drawSurfs;

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@ -219,7 +219,6 @@ R_BindAnimatedImage
*/ */
static void R_BindAnimatedImage( textureBundle_t *bundle ) { static void R_BindAnimatedImage( textureBundle_t *bundle ) {
int64_t index; int64_t index;
double v;
if ( bundle->isVideoMap ) { if ( bundle->isVideoMap ) {
ri.CIN_RunCinematic(bundle->videoMapHandle); ri.CIN_RunCinematic(bundle->videoMapHandle);
@ -234,10 +233,8 @@ static void R_BindAnimatedImage( textureBundle_t *bundle ) {
// it is necessary to do this messy calc to make sure animations line up // it is necessary to do this messy calc to make sure animations line up
// exactly with waveforms of the same frequency // exactly with waveforms of the same frequency
//index = ri.ftol(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE); index = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
//index >>= FUNCTABLE_SIZE2; index >>= FUNCTABLE_SIZE2;
v = tess.shaderTime * bundle->imageAnimationSpeed;
index = v;
if ( index < 0 ) { if ( index < 0 ) {
index = 0; // may happen with shader time offsets index = 0; // may happen with shader time offsets

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@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#endif #endif
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ (int)( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude)) #define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ( (int64_t) ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
static float *TableForFunc( genFunc_t func ) static float *TableForFunc( genFunc_t func )
{ {
@ -206,12 +206,12 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
const float *st = ( const float * ) tess.texCoords[0]; const float *st = ( const float * ) tess.texCoords[0];
float *xyz = ( float * ) tess.xyz; float *xyz = ( float * ) tess.xyz;
float *normal = ( float * ) tess.normal; float *normal = ( float * ) tess.normal;
float now; double now;
now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f; now = backEnd.refdef.time * 0.001 * ds->bulgeSpeed;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 4, normal += 4 ) { for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 4, normal += 4 ) {
int off; int64_t off;
float scale; float scale;
off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now ); off = (float)( FUNCTABLE_SIZE / (M_PI*2) ) * ( st[0] * ds->bulgeWidth + now );
@ -929,8 +929,8 @@ void RB_CalcTurbulentTexCoords( const waveForm_t *wf, float *st )
float s = st[0]; float s = st[0];
float t = st[1]; float t = st[1];
st[0] = s + tr.sinTable[ ( ( int ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude; st[0] = s + tr.sinTable[ ( ( int64_t ) ( ( ( tess.xyz[i][0] + tess.xyz[i][2] )* 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
st[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude; st[1] = t + tr.sinTable[ ( ( int64_t ) ( ( tess.xyz[i][1] * 1.0/128 * 0.125 + now ) * FUNCTABLE_SIZE ) ) & ( FUNCTABLE_MASK ) ] * wf->amplitude;
} }
} }
@ -954,13 +954,11 @@ void RB_CalcScaleTexCoords( const float scale[2], float *st )
void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st ) void RB_CalcScrollTexCoords( const float scrollSpeed[2], float *st )
{ {
int i; int i;
double timeScale; double timeScale = tess.shaderTime;
double adjustedScrollS, adjustedScrollT; double adjustedScrollS, adjustedScrollT;
timeScale = tess.shaderTime; adjustedScrollS = scrollSpeed[0] * timeScale;
adjustedScrollT = scrollSpeed[1] * timeScale;
adjustedScrollS = (double)scrollSpeed[0] * timeScale;
adjustedScrollT = (double)scrollSpeed[1] * timeScale;
// clamp so coordinates don't continuously get larger, causing problems // clamp so coordinates don't continuously get larger, causing problems
// with hardware limits // with hardware limits

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@ -661,7 +661,7 @@ void RB_SetGL2D (void) {
// set time for 2D shaders // set time for 2D shaders
backEnd.refdef.time = ri.Milliseconds(); backEnd.refdef.time = ri.Milliseconds();
backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001f; backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
} }

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@ -268,10 +268,10 @@ typedef enum {
typedef struct { typedef struct {
genFunc_t func; genFunc_t func;
double base; float base;
double amplitude; float amplitude;
double phase; float phase;
double frequency; float frequency;
} waveForm_t; } waveForm_t;
#define TR_MAX_TEXMODS 4 #define TR_MAX_TEXMODS 4
@ -331,7 +331,7 @@ typedef struct {
typedef struct { typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS]; image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations; int numImageAnimations;
double imageAnimationSpeed; float imageAnimationSpeed;
texCoordGen_t tcGen; texCoordGen_t tcGen;
vec3_t tcGenVectors[2]; vec3_t tcGenVectors[2];
@ -479,29 +479,6 @@ typedef struct shader_s {
struct shader_s *next; struct shader_s *next;
} shader_t; } shader_t;
static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
{
if(shader->numDeforms)
{
const deformStage_t *ds = &shader->deforms[0];
if (shader->numDeforms > 1)
return qtrue;
switch (ds->deformation)
{
case DEFORM_WAVE:
case DEFORM_BULGE:
return qfalse;
default:
return qtrue;
}
}
return qfalse;
}
enum enum
{ {
ATTR_INDEX_POSITION = 0, ATTR_INDEX_POSITION = 0,
@ -1791,6 +1768,32 @@ extern cvar_t *r_marksOnTriangleMeshes;
//==================================================================== //====================================================================
static ID_INLINE qboolean ShaderRequiresCPUDeforms(const shader_t * shader)
{
if(shader->numDeforms)
{
const deformStage_t *ds = &shader->deforms[0];
if (shader->numDeforms > 1)
return qtrue;
switch (ds->deformation)
{
case DEFORM_WAVE:
case DEFORM_BULGE:
// need CPU deforms at high level-times to avoid floating point percision loss
return ( backEnd.refdef.floatTime != (float)backEnd.refdef.floatTime );
default:
return qtrue;
}
}
return qfalse;
}
//====================================================================
void R_SwapBuffers( int ); void R_SwapBuffers( int );
void R_RenderView( viewParms_t *parms ); void R_RenderView( viewParms_t *parms );

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@ -400,7 +400,7 @@ void RE_BeginScene(const refdef_t *fd)
// derived info // derived info
tr.refdef.floatTime = tr.refdef.time * 0.001f; tr.refdef.floatTime = tr.refdef.time * 0.001;
tr.refdef.numDrawSurfs = r_firstSceneDrawSurf; tr.refdef.numDrawSurfs = r_firstSceneDrawSurf;
tr.refdef.drawSurfs = backEndData->drawSurfs; tr.refdef.drawSurfs = backEndData->drawSurfs;

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@ -66,7 +66,6 @@ R_BindAnimatedImageToTMU
*/ */
static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) { static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) {
int64_t index; int64_t index;
double v;
if ( bundle->isVideoMap ) { if ( bundle->isVideoMap ) {
ri.CIN_RunCinematic(bundle->videoMapHandle); ri.CIN_RunCinematic(bundle->videoMapHandle);
@ -82,10 +81,8 @@ static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) {
// it is necessary to do this messy calc to make sure animations line up // it is necessary to do this messy calc to make sure animations line up
// exactly with waveforms of the same frequency // exactly with waveforms of the same frequency
//index = ri.ftol(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE); index = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
//index >>= FUNCTABLE_SIZE2; index >>= FUNCTABLE_SIZE2;
v = tess.shaderTime * bundle->imageAnimationSpeed;
index = v;
if ( index < 0 ) { if ( index < 0 ) {
index = 0; // may happen with shader time offsets index = 0; // may happen with shader time offsets

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@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#endif #endif
#define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ (int)( ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude)) #define WAVEVALUE( table, base, amplitude, phase, freq ) ((base) + table[ ( (int64_t) ( ( (phase) + tess.shaderTime * (freq) ) * FUNCTABLE_SIZE ) ) & FUNCTABLE_MASK ] * (amplitude))
static float *TableForFunc( genFunc_t func ) static float *TableForFunc( genFunc_t func )
{ {
@ -204,12 +204,12 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
const float *st = ( const float * ) tess.texCoords[0]; const float *st = ( const float * ) tess.texCoords[0];
float *xyz = ( float * ) tess.xyz; float *xyz = ( float * ) tess.xyz;
int16_t *normal = tess.normal[0]; int16_t *normal = tess.normal[0];
float now; double now;
now = backEnd.refdef.time * ds->bulgeSpeed * 0.001f; now = backEnd.refdef.time * 0.001 * ds->bulgeSpeed;
for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 2, normal += 4 ) { for ( i = 0; i < tess.numVertexes; i++, xyz += 4, st += 2, normal += 4 ) {
int off; int64_t off;
float scale; float scale;
vec3_t fNormal; vec3_t fNormal;
@ -776,18 +776,16 @@ void RB_CalcScaleTexMatrix( const float scale[2], float *matrix )
*/ */
void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix ) void RB_CalcScrollTexMatrix( const float scrollSpeed[2], float *matrix )
{ {
double timeScale; double timeScale = tess.shaderTime;
double adjustedScrollS, adjustedScrollT; double adjustedScrollS, adjustedScrollT;
timeScale = tess.shaderTime;
adjustedScrollS = scrollSpeed[0] * timeScale; adjustedScrollS = scrollSpeed[0] * timeScale;
adjustedScrollT = scrollSpeed[1] * timeScale; adjustedScrollT = scrollSpeed[1] * timeScale;
// clamp so coordinates don't continuously get larger, causing problems // clamp so coordinates don't continuously get larger, causing problems
// with hardware limits // with hardware limits
adjustedScrollS = (double)adjustedScrollS - floor( adjustedScrollS ); adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
adjustedScrollT = (double)adjustedScrollT - floor( adjustedScrollT ); adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS; matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS;
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT; matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;