shader_recompiler: Add subpixel offset for correct rounding at ImageGather
On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures. See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary. This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956).
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@ -143,6 +143,21 @@ IR::Inst* PrepareSparse(IR::Inst& inst) {
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}
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return sparse_inst;
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}
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std::string ImageGatherSubpixelOffset(const IR::TextureInstInfo& info, std::string_view texture,
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std::string_view coords) {
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switch (info.type) {
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case TextureType::Color2D:
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case TextureType::Color2DRect:
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return fmt::format("{}+vec2(0.001953125)/vec2(textureSize({}, 0))", coords, texture);
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case TextureType::ColorArray2D:
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case TextureType::ColorCube:
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return fmt::format("vec3({0}.xy+vec2(0.001953125)/vec2(textureSize({1}, 0)),{0}.z)", coords,
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texture);
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default:
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return std::string{coords};
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}
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}
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} // Anonymous namespace
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void EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
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@ -340,6 +355,13 @@ void EmitImageGather(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
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LOG_WARNING(Shader_GLSL, "Device does not support sparse texture queries. STUBBING");
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ctx.AddU1("{}=true;", *sparse_inst);
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}
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std::string coords_with_subpixel_offset;
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if (ctx.profile.need_gather_subpixel_offset) {
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// Apply a subpixel offset of 1/512 the texel size of the texture to ensure same rounding on
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// AMD hardware as on Maxwell or other Nvidia architectures.
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coords_with_subpixel_offset = ImageGatherSubpixelOffset(info, texture, coords);
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coords = coords_with_subpixel_offset;
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}
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if (!sparse_inst || !supports_sparse) {
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if (offset.IsEmpty()) {
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ctx.Add("{}=textureGather({},{},int({}));", texel, texture, coords,
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@ -387,6 +409,13 @@ void EmitImageGatherDref(EmitContext& ctx, IR::Inst& inst, const IR::Value& inde
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LOG_WARNING(Shader_GLSL, "Device does not support sparse texture queries. STUBBING");
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ctx.AddU1("{}=true;", *sparse_inst);
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}
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std::string coords_with_subpixel_offset;
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if (ctx.profile.need_gather_subpixel_offset) {
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// Apply a subpixel offset of 1/512 the texel size of the texture to ensure same rounding on
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// AMD hardware as on Maxwell or other Nvidia architectures.
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coords_with_subpixel_offset = ImageGatherSubpixelOffset(info, texture, coords);
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coords = coords_with_subpixel_offset;
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}
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if (!sparse_inst || !supports_sparse) {
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if (offset.IsEmpty()) {
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ctx.Add("{}=textureGather({},{},{});", texel, texture, coords, dref);
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