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

@ -169,6 +169,7 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) {
has_draw_texture = GLAD_GL_NV_draw_texture;
warp_size_potentially_larger_than_guest = !is_nvidia && !is_intel;
need_fastmath_off = is_nvidia;
need_gather_subpixel_offset = is_amd;
can_report_memory = GLAD_GL_NVX_gpu_memory_info;
// At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive

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@ -160,6 +160,10 @@ public:
return need_fastmath_off;
}
bool NeedsGatherSubpixelOffset() const {
return need_gather_subpixel_offset;
}
bool HasCbufFtouBug() const {
return has_cbuf_ftou_bug;
}
@ -225,6 +229,7 @@ private:
bool has_draw_texture{};
bool warp_size_potentially_larger_than_guest{};
bool need_fastmath_off{};
bool need_gather_subpixel_offset{};
bool has_cbuf_ftou_bug{};
bool has_bool_ref_bug{};
bool can_report_memory{};

View file

@ -218,6 +218,7 @@ ShaderCache::ShaderCache(RasterizerOpenGL& rasterizer_, Core::Frontend::EmuWindo
.lower_left_origin_mode = true,
.need_declared_frag_colors = true,
.need_fastmath_off = device.NeedsFastmathOff(),
.need_gather_subpixel_offset = device.NeedsGatherSubpixelOffset(),
.has_broken_spirv_clamp = true,
.has_broken_unsigned_image_offsets = true,

View file

@ -329,6 +329,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device
.lower_left_origin_mode = false,
.need_declared_frag_colors = false,
.need_gather_subpixel_offset = device.NeedsGatherSubpixelOffset(),
.has_broken_spirv_clamp = driver_id == VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS,
.has_broken_spirv_position_input = driver_id == VK_DRIVER_ID_QUALCOMM_PROPRIETARY,

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@ -431,6 +431,7 @@ Device::Device(VkInstance instance_, vk::PhysicalDevice physical_, VkSurfaceKHR
"AMD GCN4 and earlier have broken VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT");
has_broken_cube_compatibility = true;
}
need_gather_subpixel_offset = true;
}
if (extensions.sampler_filter_minmax && is_amd) {
// Disable ext_sampler_filter_minmax on AMD GCN4 and lower as it is broken.

View file

@ -554,6 +554,10 @@ public:
return features.robustness2.nullDescriptor;
}
bool NeedsGatherSubpixelOffset() const {
return need_gather_subpixel_offset;
}
u32 GetMaxVertexInputAttributes() const {
return properties.properties.limits.maxVertexInputAttributes;
}
@ -664,6 +668,7 @@ private:
bool must_emulate_bgr565{}; ///< Emulates BGR565 by swizzling RGB565 format.
bool dynamic_state3_blending{}; ///< Has all blending features of dynamic_state3.
bool dynamic_state3_enables{}; ///< Has all enables features of dynamic_state3.
bool need_gather_subpixel_offset{}; ///< Needs offset at ImageGather for correct rounding.
u64 device_access_memory{}; ///< Total size of device local memory in bytes.
u32 sets_per_pool{}; ///< Sets per Description Pool