[ioquake3] 13/21: Fix floating point precision loss in renderer [part 2]
Simon McVittie
smcv at debian.org
Fri Aug 4 20:39:13 UTC 2017
This is an automated email from the git hooks/post-receive script.
smcv pushed a commit to branch debian/master
in repository ioquake3.
commit 59b1262b82a2d2fa80f7f5ffce098cb4d3459a14
Author: Zack Middleton <zack at cloemail.com>
Date: Wed Aug 2 23:29:46 2017 -0500
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.
---
code/renderercommon/tr_common.h | 2 +-
code/renderercommon/tr_noise.c | 2 +-
code/renderergl1/tr_backend.c | 2 +-
code/renderergl1/tr_local.h | 10 +++----
code/renderergl1/tr_scene.c | 2 +-
code/renderergl1/tr_shade.c | 7 ++---
code/renderergl1/tr_shade_calc.c | 20 ++++++--------
code/renderergl2/tr_backend.c | 2 +-
code/renderergl2/tr_local.h | 59 +++++++++++++++++++++-------------------
code/renderergl2/tr_scene.c | 2 +-
code/renderergl2/tr_shade.c | 7 ++---
code/renderergl2/tr_shade_calc.c | 16 +++++------
12 files changed, 62 insertions(+), 69 deletions(-)
diff --git a/code/renderercommon/tr_common.h b/code/renderercommon/tr_common.h
index 9f15a2d..eb79fdf 100644
--- a/code/renderercommon/tr_common.h
+++ b/code/renderercommon/tr_common.h
@@ -116,7 +116,7 @@ extern cvar_t *r_saveFontData;
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 );
image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags );
diff --git a/code/renderercommon/tr_noise.c b/code/renderercommon/tr_noise.c
index 445ef82..abd27cb 100644
--- a/code/renderercommon/tr_noise.c
+++ b/code/renderercommon/tr_noise.c
@@ -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 ix, iy, iz, it;
diff --git a/code/renderergl1/tr_backend.c b/code/renderergl1/tr_backend.c
index 22ec048..869bfcd 100644
--- a/code/renderergl1/tr_backend.c
+++ b/code/renderergl1/tr_backend.c
@@ -716,7 +716,7 @@ void RB_SetGL2D (void) {
// set time for 2D shaders
backEnd.refdef.time = ri.Milliseconds();
- backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001f;
+ backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
}
diff --git a/code/renderergl1/tr_local.h b/code/renderergl1/tr_local.h
index 54279a6..ffd824a 100644
--- a/code/renderergl1/tr_local.h
+++ b/code/renderergl1/tr_local.h
@@ -189,10 +189,10 @@ typedef enum {
typedef struct {
genFunc_t func;
- double base;
- double amplitude;
- double phase;
- double frequency;
+ float base;
+ float amplitude;
+ float phase;
+ float frequency;
} waveForm_t;
#define TR_MAX_TEXMODS 4
@@ -252,7 +252,7 @@ typedef struct {
typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations;
- double imageAnimationSpeed;
+ float imageAnimationSpeed;
texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
diff --git a/code/renderergl1/tr_scene.c b/code/renderergl1/tr_scene.c
index 5d7a3dd..639f4e2 100644
--- a/code/renderergl1/tr_scene.c
+++ b/code/renderergl1/tr_scene.c
@@ -344,7 +344,7 @@ void RE_RenderScene( const refdef_t *fd ) {
// 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.drawSurfs = backEndData->drawSurfs;
diff --git a/code/renderergl1/tr_shade.c b/code/renderergl1/tr_shade.c
index ab5813f..61a6e0b 100644
--- a/code/renderergl1/tr_shade.c
+++ b/code/renderergl1/tr_shade.c
@@ -219,7 +219,6 @@ R_BindAnimatedImage
*/
static void R_BindAnimatedImage( textureBundle_t *bundle ) {
int64_t index;
- double v;
if ( bundle->isVideoMap ) {
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
// exactly with waveforms of the same frequency
- //index = ri.ftol(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE);
- //index >>= FUNCTABLE_SIZE2;
- v = tess.shaderTime * bundle->imageAnimationSpeed;
- index = v;
+ index = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
+ index >>= FUNCTABLE_SIZE2;
if ( index < 0 ) {
index = 0; // may happen with shader time offsets
diff --git a/code/renderergl1/tr_shade_calc.c b/code/renderergl1/tr_shade_calc.c
index 34975e2..58b5427 100644
--- a/code/renderergl1/tr_shade_calc.c
+++ b/code/renderergl1/tr_shade_calc.c
@@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#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 )
{
@@ -206,12 +206,12 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
const float *st = ( const float * ) tess.texCoords[0];
float *xyz = ( float * ) tess.xyz;
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 ) {
- int off;
+ int64_t off;
float scale;
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 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[1] = t + tr.sinTable[ ( ( int ) ( ( tess.xyz[i][1] * 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[ ( ( 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 )
{
int i;
- double timeScale;
+ double timeScale = tess.shaderTime;
double adjustedScrollS, adjustedScrollT;
- timeScale = tess.shaderTime;
-
- adjustedScrollS = (double)scrollSpeed[0] * timeScale;
- adjustedScrollT = (double)scrollSpeed[1] * timeScale;
+ adjustedScrollS = scrollSpeed[0] * timeScale;
+ adjustedScrollT = scrollSpeed[1] * timeScale;
// clamp so coordinates don't continuously get larger, causing problems
// with hardware limits
diff --git a/code/renderergl2/tr_backend.c b/code/renderergl2/tr_backend.c
index 4f8f3f4..decccbf 100644
--- a/code/renderergl2/tr_backend.c
+++ b/code/renderergl2/tr_backend.c
@@ -661,7 +661,7 @@ void RB_SetGL2D (void) {
// set time for 2D shaders
backEnd.refdef.time = ri.Milliseconds();
- backEnd.refdef.floatTime = (double)backEnd.refdef.time * 0.001f;
+ backEnd.refdef.floatTime = backEnd.refdef.time * 0.001;
}
diff --git a/code/renderergl2/tr_local.h b/code/renderergl2/tr_local.h
index 9426ede..4926149 100644
--- a/code/renderergl2/tr_local.h
+++ b/code/renderergl2/tr_local.h
@@ -268,10 +268,10 @@ typedef enum {
typedef struct {
genFunc_t func;
- double base;
- double amplitude;
- double phase;
- double frequency;
+ float base;
+ float amplitude;
+ float phase;
+ float frequency;
} waveForm_t;
#define TR_MAX_TEXMODS 4
@@ -331,7 +331,7 @@ typedef struct {
typedef struct {
image_t *image[MAX_IMAGE_ANIMATIONS];
int numImageAnimations;
- double imageAnimationSpeed;
+ float imageAnimationSpeed;
texCoordGen_t tcGen;
vec3_t tcGenVectors[2];
@@ -479,29 +479,6 @@ typedef struct shader_s {
struct shader_s *next;
} 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
{
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_RenderView( viewParms_t *parms );
diff --git a/code/renderergl2/tr_scene.c b/code/renderergl2/tr_scene.c
index e336978..ff0a22e 100644
--- a/code/renderergl2/tr_scene.c
+++ b/code/renderergl2/tr_scene.c
@@ -400,7 +400,7 @@ void RE_BeginScene(const refdef_t *fd)
// 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.drawSurfs = backEndData->drawSurfs;
diff --git a/code/renderergl2/tr_shade.c b/code/renderergl2/tr_shade.c
index 0fd1548..b0ca862 100644
--- a/code/renderergl2/tr_shade.c
+++ b/code/renderergl2/tr_shade.c
@@ -66,7 +66,6 @@ R_BindAnimatedImageToTMU
*/
static void R_BindAnimatedImageToTMU( textureBundle_t *bundle, int tmu ) {
int64_t index;
- double v;
if ( bundle->isVideoMap ) {
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
// exactly with waveforms of the same frequency
- //index = ri.ftol(tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE);
- //index >>= FUNCTABLE_SIZE2;
- v = tess.shaderTime * bundle->imageAnimationSpeed;
- index = v;
+ index = tess.shaderTime * bundle->imageAnimationSpeed * FUNCTABLE_SIZE;
+ index >>= FUNCTABLE_SIZE2;
if ( index < 0 ) {
index = 0; // may happen with shader time offsets
diff --git a/code/renderergl2/tr_shade_calc.c b/code/renderergl2/tr_shade_calc.c
index c411e03..8369ad7 100644
--- a/code/renderergl2/tr_shade_calc.c
+++ b/code/renderergl2/tr_shade_calc.c
@@ -27,7 +27,7 @@ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
#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 )
{
@@ -204,12 +204,12 @@ void RB_CalcBulgeVertexes( deformStage_t *ds ) {
const float *st = ( const float * ) tess.texCoords[0];
float *xyz = ( float * ) tess.xyz;
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 ) {
- int off;
+ int64_t off;
float scale;
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 )
{
- double timeScale;
+ double timeScale = tess.shaderTime;
double adjustedScrollS, adjustedScrollT;
- timeScale = tess.shaderTime;
-
adjustedScrollS = scrollSpeed[0] * timeScale;
adjustedScrollT = scrollSpeed[1] * timeScale;
// clamp so coordinates don't continuously get larger, causing problems
// with hardware limits
- adjustedScrollS = (double)adjustedScrollS - floor( adjustedScrollS );
- adjustedScrollT = (double)adjustedScrollT - floor( adjustedScrollT );
+ adjustedScrollS = adjustedScrollS - floor( adjustedScrollS );
+ adjustedScrollT = adjustedScrollT - floor( adjustedScrollT );
matrix[0] = 1.0f; matrix[2] = 0.0f; matrix[4] = adjustedScrollS;
matrix[1] = 0.0f; matrix[3] = 1.0f; matrix[5] = adjustedScrollT;
--
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