diff options
author | Wollnashorn <Wollnashorn@users.noreply.github.com> | 2023-04-05 01:29:46 +0200 |
---|---|---|
committer | Wollnashorn <Wollnashorn@users.noreply.github.com> | 2023-04-08 16:12:30 +0200 |
commit | 780240e6979b198e7bd10feaad5399b8b4b63762 (patch) | |
tree | c145f48c66cf003e618cefc63496e3f5b7637f56 /src/shader_recompiler/profile.h | |
parent | bbdfe1fab1f1706b7e6a62d93951bb451bbeec43 (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.h | 4 |
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{}; |