From aba9185f3a27221f71aa53001b45db0337a0b904 Mon Sep 17 00:00:00 2001 From: Cosmic Linden Date: Fri, 13 Oct 2023 10:40:24 -0700 Subject: DRTVWR-592: (DEBUG) (broken) Strange sampling behavior isolated to switch..case blocks --- .../shaders/class1/deferred/pbrterrainUtilF.glsl | 179 ++++++++++++++++++--- 1 file changed, 155 insertions(+), 24 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl index 327d23d2e7..5067e94efe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbrterrainUtilF.glsl @@ -79,12 +79,29 @@ vec4 terrain_mix(vec4[4] samples, float alpha1, float alpha2, float alphaFinal) // TODO: Wait a minute... this doesn't prevent artifacts :( (or does it?) #define TERRAIN_TRIPLANAR_OVERDRAW_THRESHOLD 0.0 -vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign) +vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign_or_zero) { + // Handle case where sign is 0 + // TODO: Why didn't this fix the seams? +#if 0 + float sign = (2.0*sign_or_zero) + 1.0; + sign /= sign; // If the vertex normal is negative, flip the texture back // right-side up. vec2 uv = uv_unflipped * vec2(sign, 1); return texture(tex, uv); +#else // TODO: Remove debug +#if 0 + // Name mangling test + float l_sign = (2.0*sign_or_zero) + 1.0; + l_sign /= l_sign; + vec2 l_uv = uv_unflipped * vec2(l_sign, 1); + return texture(tex, l_uv); +#else + // Simplified uv test + return texture(tex, uv_unflipped); +#endif +#endif } #define SAMPLE_X 1 << 2 @@ -94,10 +111,11 @@ vec4 _t_texture(sampler2D tex, vec2 uv_unflipped, float sign) struct TerrainWeight { vec3 weight; + int type; #if TERRAIN_DEBUG + vec3 weight_signed; vec3 usage; #endif - int type; }; TerrainWeight _t_weight(TerrainCoord terrain_coord) @@ -109,12 +127,13 @@ TerrainWeight _t_weight(TerrainCoord terrain_coord) TerrainWeight tw; tw.weight = max(vec3(0), weight_signed); vec3 usage = max(vec3(0), sign(weight_signed + TERRAIN_TRIPLANAR_OVERDRAW_THRESHOLD)); -#if TERRAIN_DEBUG - tw.usage = usage; -#endif tw.type = (int(usage.x) * SAMPLE_X) | (int(usage.y) * SAMPLE_Y) | (int(usage.z) * SAMPLE_Z); +#if TERRAIN_DEBUG + tw.weight_signed = weight_signed; + tw.usage = usage; +#endif return tw; } @@ -129,32 +148,44 @@ TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight { TerrainSample ts; -#if 0 +#if 1 +#if 1 +#if 1 #define do_sample_x() _t_texture(tex, terrain_coord[0].zw, sign(vary_vertex_normal.x)) #define do_sample_y() _t_texture(tex, terrain_coord[1].xy, sign(vary_vertex_normal.y)) #else // TODO: Remove debug +// Still an error despite sampling the same texture three times from the same location #define do_sample_x() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)) #define do_sample_y() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)) #endif -#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)); +#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)) +#else // TODO: Remove? + vec2 coord_z = terrain_coord[0].xy; + vec2 coord_z_2 = terrain_coord[0].xy; + vec2 coord_z_3 = terrain_coord[0].xy; +#define do_sample_x() texture(tex, coord_z) +#define do_sample_y() texture(tex, coord_z_2) +#define do_sample_z() texture(tex, coord_z_3) +#endif +#if 0 switch (tw.type) { - case SAMPLE_X | SAMPLE_Y | SAMPLE_Z: + case (SAMPLE_X | SAMPLE_Y | SAMPLE_Z): ts.x = do_sample_x(); ts.y = do_sample_y(); ts.z = do_sample_z(); break; - case SAMPLE_X | SAMPLE_Y: + case (SAMPLE_X | SAMPLE_Y): ts.x = do_sample_x(); ts.y = do_sample_y(); ts.z = ts.x; break; - case SAMPLE_X | SAMPLE_Z: + case (SAMPLE_X | SAMPLE_Z): ts.x = do_sample_x(); ts.z = do_sample_z(); ts.y = ts.x; break; - case SAMPLE_Y | SAMPLE_Z: + case (SAMPLE_Y | SAMPLE_Z): ts.y = do_sample_y(); ts.z = do_sample_z(); ts.x = ts.y; @@ -175,11 +206,114 @@ TerrainSample _t_sample(sampler2D tex, TerrainCoord terrain_coord, TerrainWeight ts.y = ts.z; break; default: - ts.x = vec4(0); + ts.x = vec4(1.0, 0.0, 1.0, 1.0); + ts.y = ts.x; + ts.z = ts.x; + break; + } +#else // TODO: Remove debug +#if 0 + // This case works - no ant trails despite using a switch...case statement + switch (tw.type) + { + case (SAMPLE_X | SAMPLE_Y | SAMPLE_Z): + ts.x = vec4(1.0, 0.0, 0.0, 1.0); + ts.y = vec4(0.0, 1.0, 0.0, 1.0); + ts.z = vec4(0.0, 0.0, 1.0, 1.0); + break; + case (SAMPLE_X | SAMPLE_Y): + ts.x = vec4(1.0, 0.0, 0.0, 1.0); + ts.y = vec4(0.0, 1.0, 0.0, 1.0); + ts.z = ts.x; + break; + case (SAMPLE_X | SAMPLE_Z): + ts.x = vec4(1.0, 0.0, 0.0, 1.0); + ts.z = vec4(0.0, 0.0, 1.0, 1.0); + ts.y = ts.x; + break; + case (SAMPLE_Y | SAMPLE_Z): + ts.y = vec4(0.0, 1.0, 0.0, 1.0); + ts.z = vec4(0.0, 0.0, 1.0, 1.0); + ts.x = ts.y; + break; + case SAMPLE_X: + ts.x = vec4(1.0, 0.0, 0.0, 1.0); + ts.y = ts.x; + ts.z = ts.x; + break; + case SAMPLE_Y: + ts.y = vec4(0.0, 1.0, 0.0, 1.0); + ts.x = ts.y; + ts.z = ts.y; + break; + case SAMPLE_Z: + ts.z = vec4(0.0, 0.0, 1.0, 1.0); + ts.x = ts.z; + ts.y = ts.z; + break; + default: + ts.x = vec4(1.0, 0.0, 1.0, 1.0); + ts.y = ts.x; + ts.z = ts.x; + break; + } +#else +// This shows the bug: case of sampling beforehand, assigning in switch..case + vec4 x = do_sample_x(); + vec4 y = do_sample_y(); + vec4 z = do_sample_z(); + switch (tw.type) + { + case (SAMPLE_X | SAMPLE_Y | SAMPLE_Z): + ts.x = x; + ts.y = y; + ts.z = z; + break; + case (SAMPLE_X | SAMPLE_Y): + ts.x = x; + ts.y = y; + ts.z = ts.x; + break; + case (SAMPLE_X | SAMPLE_Z): + ts.x = x; + ts.z = z; + ts.y = ts.x; + break; + case (SAMPLE_Y | SAMPLE_Z): + ts.y = y; + ts.z = z; + ts.x = ts.y; + break; + case SAMPLE_X: + ts.x = x; + ts.y = ts.x; + ts.z = ts.x; + break; + case SAMPLE_Y: + ts.y = y; + ts.x = ts.y; + ts.z = ts.y; + break; + case SAMPLE_Z: + ts.z = z; + ts.x = ts.z; + ts.y = ts.z; + break; + default: + ts.x = vec4(1.0, 0.0, 1.0, 1.0); ts.y = ts.x; ts.z = ts.x; break; } +#endif +#endif +#else // TODO: Remove debug +// No error +#define do_sample_z() _t_texture(tex, terrain_coord[0].xy, sign(vary_vertex_normal.z)); +ts.z = do_sample_z(); +ts.x = ts.z; +ts.y = ts.z; +#endif return ts; } @@ -218,23 +352,14 @@ TerrainSample _t_sample_c(sampler2D tex, TerrainCoord terrain_coord, TerrainWeig return ts; } +// Triplanar sampling of things that are neither colors nor normals (i.e. orm) vec4 terrain_texture(sampler2D tex, TerrainCoord terrain_coord) { TerrainWeight tw = _t_weight(terrain_coord); TerrainSample ts = _t_sample(tex, terrain_coord, tw); -#if 0 return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z); -#else // TODO: Remove debug - //return vec4(((tw.usage - normalize(tw.weight))) / 0.5, 1.0); -#if 0 - return vec4(tw.usage, 1.0); -#else - //return vec4(tw.usage, 1.0); - return vec4((tw.usage + tw.weight) / 2.0, 1.0); -#endif -#endif } // Specialized triplanar normal texture sampling implementation, taking into @@ -261,10 +386,16 @@ vec4 terrain_texture_color(sampler2D tex, TerrainCoord terrain_coord) TerrainSample ts = _t_sample_c(tex, terrain_coord, tw); -#if 0 +#if 1 return ((ts.x * tw.weight.x) + (ts.y * tw.weight.y) + (ts.z * tw.weight.z)) / (tw.weight.x + tw.weight.y + tw.weight.z); #else // TODO: Remove debug - return ts.x; + //return vec4(vec3(isnan(ts.x)), 1.0); + //return ts.x; +#if 0 + return vec4(1.0+sign(vary_vertex_normal)/2.0, 1.0); +#else + return vec4(isnan(tw.weight_signed), 1.0); +#endif #endif } -- cgit v1.2.3