Merge pull request #107364 from DarioSamo/adreno-fix-interpolators

Upgrade normal interpolators to FP32 to fix Adreno.
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Rémi Verschelde 2025-06-10 17:56:29 +02:00
commit a1ef1130ad
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@ -100,7 +100,7 @@ void axis_angle_to_tbn(vec3 axis, float angle, out vec3 tangent, out vec3 binorm
layout(location = 0) out vec3 vertex_interp;
#ifdef NORMAL_USED
layout(location = 1) out hvec3 normal_interp;
layout(location = 1) out vec3 normal_interp;
#endif
#if defined(COLOR_USED)
@ -116,8 +116,8 @@ layout(location = 4) out vec2 uv2_interp;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 5) out hvec3 tangent_interp;
layout(location = 6) out hvec3 binormal_interp;
layout(location = 5) out vec3 tangent_interp;
layout(location = 6) out vec3 binormal_interp;
#endif
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
layout(location = 7) out hvec4 diffuse_light_interp;
@ -496,16 +496,18 @@ void vertex_shader(in vec3 vertex,
// Normalize TBN vectors before interpolation, per MikkTSpace.
// See: http://www.mikktspace.com/
#ifdef NORMAL_USED
normal_interp = hvec3(normalize(normal_highp));
normal_interp = normalize(normal_highp);
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) || defined(BENT_NORMAL_MAP_USED)
tangent_interp = hvec3(normalize(tangent_highp));
binormal_interp = hvec3(normalize(binormal_highp));
tangent_interp = normalize(tangent_highp);
binormal_interp = normalize(binormal_highp);
#endif
// VERTEX LIGHTING
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
hvec3 normal = hvec3(normal_interp);
#ifdef USE_MULTIVIEW
hvec3 view = hvec3(-normalize(vertex_interp - eye_offset));
#else
@ -523,7 +525,7 @@ void vertex_shader(in vec3 vertex,
break;
}
light_process_omni_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
light_process_omni_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
uint spot_light_count = sc_spot_lights(8);
@ -534,7 +536,7 @@ void vertex_shader(in vec3 vertex,
break;
}
light_process_spot_vertex(light_index, vertex, view, normal_interp, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
light_process_spot_vertex(light_index, vertex, view, normal, roughness, diffuse_light_interp.rgb, specular_light_interp.rgb);
}
uint directional_lights_count = sc_directional_lights(scene_directional_light_count);
@ -552,13 +554,13 @@ void vertex_shader(in vec3 vertex,
continue; // Statically baked light and object uses lightmap, skip.
}
if (i == 0) {
light_compute_vertex(normal_interp, hvec3(directional_lights.data[0].direction), view,
light_compute_vertex(normal, hvec3(directional_lights.data[0].direction), view,
hvec3(directional_lights.data[0].color * directional_lights.data[0].energy),
true, roughness,
directional_diffuse,
directional_specular);
} else {
light_compute_vertex(normal_interp, hvec3(directional_lights.data[i].direction), view,
light_compute_vertex(normal, hvec3(directional_lights.data[i].direction), view,
hvec3(directional_lights.data[i].color * directional_lights.data[i].energy),
true, roughness,
diffuse_light_interp.rgb,
@ -788,7 +790,8 @@ void main() {
layout(location = 0) in vec3 vertex_interp;
#ifdef NORMAL_USED
layout(location = 1) in hvec3 normal_interp;
// Intentionally kept at full precision to avoid visible corruption on Adreno (See #107364).
layout(location = 1) in vec3 normal_interp;
#endif
#if defined(COLOR_USED)
@ -804,8 +807,9 @@ layout(location = 4) in vec2 uv2_interp;
#endif
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(BENT_NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED)
layout(location = 5) in hvec3 tangent_interp;
layout(location = 6) in hvec3 binormal_interp;
// Intentionally kept at full precision to avoid visible corruption on Adreno (See #107364).
layout(location = 5) in vec3 tangent_interp;
layout(location = 6) in vec3 binormal_interp;
#endif
#if !defined(MODE_RENDER_DEPTH) && !defined(MODE_UNSHADED) && defined(USE_VERTEX_LIGHTING)
@ -1093,15 +1097,15 @@ void main() {
float alpha_highp = 1.0;
#if defined(TANGENT_USED) || defined(NORMAL_MAP_USED) || defined(LIGHT_ANISOTROPY_USED) || defined(BENT_NORMAL_MAP_USED)
vec3 binormal_highp = vec3(binormal_interp);
vec3 tangent_highp = vec3(tangent_interp);
vec3 binormal_highp = binormal_interp;
vec3 tangent_highp = tangent_interp;
#else // TANGENT_USED || NORMAL_MAP_USED || LIGHT_ANISOTROPY_USED || BENT_NORMAL_MAP_USED
vec3 binormal_highp = vec3(0.0);
vec3 tangent_highp = vec3(0.0);
#endif
#ifdef NORMAL_USED
vec3 normal_highp = vec3(normal_interp);
vec3 normal_highp = normal_interp;
#if defined(DO_SIDE_CHECK)
if (!gl_FrontFacing) {
normal_highp = -normal_highp;