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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@ -52,6 +52,10 @@ struct Profile {
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bool need_declared_frag_colors{};
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/// Prevents fast math optimizations that may cause inaccuracies
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bool need_fastmath_off{};
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/// Some GPU vendors use a lower fixed point format of 16.8 when calculating pixel coordinates
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/// in the ImageGather instruction than the Maxwell architecture does. Applying an offset does
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/// fix this mismatching rounding behaviour.
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bool need_gather_subpixel_offset{};
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/// OpFClamp is broken and OpFMax + OpFMin should be used instead
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bool has_broken_spirv_clamp{};
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