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Merge pull request #108015 from DarioSamo/vvl-errors
Fix VVL errors by changing `frag_color` to FP32 and dFdx/y.
2 parents 110eb18 + 4921a3e commit cef8eb1

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servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl

Lines changed: 15 additions & 11 deletions
Original file line numberDiff line numberDiff line change
@@ -967,7 +967,7 @@ layout(location = 0) out vec4 diffuse_buffer; //diffuse (rgb) and roughness
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layout(location = 1) out vec4 specular_buffer; //specular and SSS (subsurface scatter)
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#else
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970-
layout(location = 0) out hvec4 frag_color;
970+
layout(location = 0) out vec4 frag_color;
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#endif // MODE_MULTIPLE_RENDER_TARGETS
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#endif // RENDER DEPTH
@@ -1481,9 +1481,11 @@ void main() {
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#ifdef NORMAL_USED
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if (sc_scene_roughness_limiter_enabled()) {
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//https://www.jp.square-enix.com/tech/library/pdf/ImprovedGeometricSpecularAA.pdf
1484+
// SPIR-V Validation claims that derivatives of FP16 vectors are not valid code generation (see #108009).
1485+
vec3 dn = vec3(normal);
1486+
vec3 dndu = dFdx(dn), dndv = dFdy(dn);
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half roughness2 = roughness * roughness;
1485-
hvec3 dndu = dFdx(normal), dndv = dFdy(normal);
1486-
half variance = half(scene_data.roughness_limiter_amount) * (dot(dndu, dndu) + dot(dndv, dndv));
1488+
half variance = half(scene_data.roughness_limiter_amount) * half(dot(dndu, dndu) + dot(dndv, dndv));
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half kernelRoughness2 = min(half(2.0) * variance, half(scene_data.roughness_limiter_limit));
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half filteredRoughness2 = min(half(1.0), roughness2 + kernelRoughness2);
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roughness = sqrt(filteredRoughness2);
@@ -2182,23 +2184,25 @@ void main() {
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#else //MODE_MULTIPLE_RENDER_TARGETS
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#ifdef MODE_UNSHADED
2185-
frag_color = hvec4(albedo, alpha);
2187+
hvec4 out_color = hvec4(albedo, alpha);
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#else // MODE_UNSHADED
2187-
frag_color = hvec4(emission + ambient_light + diffuse_light + direct_specular_light + indirect_specular_light, alpha);
2189+
hvec4 out_color = hvec4(emission + ambient_light + diffuse_light + direct_specular_light + indirect_specular_light, alpha);
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#endif // MODE_UNSHADED
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21902192
#ifndef FOG_DISABLED
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// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
2192-
frag_color.rgb = mix(frag_color.rgb, fog.rgb, fog.a);
2194+
out_color.rgb = mix(out_color.rgb, fog.rgb, fog.a);
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#endif // !FOG_DISABLED
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// On mobile we use a UNORM buffer with 10bpp which results in a range from 0.0 - 1.0 resulting in HDR breaking
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// We divide by sc_luminance_multiplier to support a range from 0.0 - 2.0 both increasing precision on bright and darker images
2197-
frag_color.rgb = frag_color.rgb / sc_luminance_multiplier();
2199+
out_color.rgb = out_color.rgb / sc_luminance_multiplier();
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#ifdef PREMUL_ALPHA_USED
2199-
frag_color.rgb *= premul_alpha;
2201+
out_color.rgb *= premul_alpha;
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#endif
22012203

2204+
frag_color = out_color;
2205+
22022206
#endif //MODE_MULTIPLE_RENDER_TARGETS
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22042208
#endif //MODE_RENDER_DEPTH
@@ -2207,10 +2211,10 @@ void main() {
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// These motion vectors are in NDC space (as opposed to screen space) to fit the OpenXR XR_FB_space_warp specification.
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// https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#XR_FB_space_warp
22092213

2210-
hvec3 ndc = hvec3(screen_position.xyz / screen_position.w);
2214+
vec3 ndc = screen_position.xyz / screen_position.w;
22112215
ndc.y = -ndc.y;
2212-
hvec3 prev_ndc = hvec3(prev_screen_position.xyz / prev_screen_position.w);
2216+
vec3 prev_ndc = prev_screen_position.xyz / prev_screen_position.w;
22132217
prev_ndc.y = -prev_ndc.y;
2214-
frag_color = hvec4(ndc - prev_ndc, half(0.0));
2218+
frag_color = vec4(ndc - prev_ndc, 0.0);
22152219
#endif
22162220
}

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