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authorWollnashorn <Wollnashorn@users.noreply.github.com>2023-04-05 01:29:46 +0200
committerWollnashorn <Wollnashorn@users.noreply.github.com>2023-04-08 16:12:30 +0200
commit780240e6979b198e7bd10feaad5399b8b4b63762 (patch)
treec145f48c66cf003e618cefc63496e3f5b7637f56 /src/shader_recompiler/profile.h
parentbbdfe1fab1f1706b7e6a62d93951bb451bbeec43 (diff)
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).
Diffstat (limited to 'src/shader_recompiler/profile.h')
-rw-r--r--src/shader_recompiler/profile.h4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/shader_recompiler/profile.h b/src/shader_recompiler/profile.h
index 253e0d0bd..31390e869 100644
--- a/src/shader_recompiler/profile.h
+++ b/src/shader_recompiler/profile.h
@@ -52,6 +52,10 @@ struct Profile {
bool need_declared_frag_colors{};
/// Prevents fast math optimizations that may cause inaccuracies
bool need_fastmath_off{};
+ /// Some GPU vendors use a lower fixed point format of 16.8 when calculating pixel coordinates
+ /// in the ImageGather instruction than the Maxwell architecture does. Applying an offset does
+ /// fix this mismatching rounding behaviour.
+ bool need_gather_subpixel_offset{};
/// OpFClamp is broken and OpFMax + OpFMin should be used instead
bool has_broken_spirv_clamp{};