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).
This commit is contained in:
Wollnashorn 2023-04-05 01:29:46 +02:00
parent bbdfe1fab1
commit 780240e697
9 changed files with 86 additions and 0 deletions

View file

@ -261,6 +261,39 @@ Id BitTest(EmitContext& ctx, Id mask, Id bit) {
const Id bit_value{ctx.OpBitwiseAnd(ctx.U32[1], shifted, ctx.Const(1u))};
return ctx.OpINotEqual(ctx.U1, bit_value, ctx.u32_zero_value);
}
Id ImageGatherSubpixelOffset(EmitContext& ctx, const IR::TextureInstInfo& info, Id texture,
Id coords) {
// Apply a subpixel offset of 1/512 the texel size of the texture to ensure same rounding on
// AMD hardware as on Maxwell or other Nvidia architectures.
const auto calculate_offset{[&](size_t dim) -> std::array<Id, 2> {
const Id nudge{ctx.Const(0x1p-9f)};
const Id image_size{ctx.OpImageQuerySizeLod(ctx.U32[dim], texture, ctx.u32_zero_value)};
const Id offset_x{ctx.OpFDiv(
ctx.F32[1], nudge,
ctx.OpConvertUToF(ctx.F32[1], ctx.OpCompositeExtract(ctx.U32[1], image_size, 0)))};
const Id offset_y{ctx.OpFDiv(
ctx.F32[1], nudge,
ctx.OpConvertUToF(ctx.F32[1], ctx.OpCompositeExtract(ctx.U32[1], image_size, 1)))};
return {ctx.OpFAdd(ctx.F32[1], ctx.OpCompositeExtract(ctx.F32[1], coords, 0), offset_x),
ctx.OpFAdd(ctx.F32[1], ctx.OpCompositeExtract(ctx.F32[1], coords, 1), offset_y)};
}};
switch (info.type) {
case TextureType::Color2D:
case TextureType::Color2DRect: {
const auto offset{calculate_offset(2)};
return ctx.OpCompositeConstruct(ctx.F32[2], offset[0], offset[1]);
}
case TextureType::ColorArray2D:
case TextureType::ColorCube: {
const auto offset{calculate_offset(3)};
return ctx.OpCompositeConstruct(ctx.F32[3], offset[0], offset[1],
ctx.OpCompositeExtract(ctx.F32[1], coords, 2));
}
default:
return coords;
}
}
} // Anonymous namespace
Id EmitBindlessImageSampleImplicitLod(EmitContext&) {
@ -423,6 +456,9 @@ Id EmitImageGather(EmitContext& ctx, IR::Inst* inst, const IR::Value& index, Id
const IR::Value& offset, const IR::Value& offset2) {
const auto info{inst->Flags<IR::TextureInstInfo>()};
const ImageOperands operands(ctx, offset, offset2);
if (ctx.profile.need_gather_subpixel_offset) {
coords = ImageGatherSubpixelOffset(ctx, info, TextureImage(ctx, info, index), coords);
}
return Emit(&EmitContext::OpImageSparseGather, &EmitContext::OpImageGather, ctx, inst,
ctx.F32[4], Texture(ctx, info, index), coords, ctx.Const(info.gather_component),
operands.MaskOptional(), operands.Span());
@ -432,6 +468,9 @@ Id EmitImageGatherDref(EmitContext& ctx, IR::Inst* inst, const IR::Value& index,
const IR::Value& offset, const IR::Value& offset2, Id dref) {
const auto info{inst->Flags<IR::TextureInstInfo>()};
const ImageOperands operands(ctx, offset, offset2);
if (ctx.profile.need_gather_subpixel_offset) {
coords = ImageGatherSubpixelOffset(ctx, info, TextureImage(ctx, info, index), coords);
}
return Emit(&EmitContext::OpImageSparseDrefGather, &EmitContext::OpImageDrefGather, ctx, inst,
ctx.F32[4], Texture(ctx, info, index), coords, dref, operands.MaskOptional(),
operands.Span());