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Diffstat (limited to 'src/shader_recompiler/backend/glsl/emit_glsl_image.cpp')
-rw-r--r--src/shader_recompiler/backend/glsl/emit_glsl_image.cpp29
1 files changed, 29 insertions, 0 deletions
diff --git a/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp b/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp
index f335c8af0..418505475 100644
--- a/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp
+++ b/src/shader_recompiler/backend/glsl/emit_glsl_image.cpp
@@ -143,6 +143,21 @@ IR::Inst* PrepareSparse(IR::Inst& inst) {
}
return sparse_inst;
}
+
+std::string ImageGatherSubpixelOffset(const IR::TextureInstInfo& info, std::string_view texture,
+ std::string_view coords) {
+ switch (info.type) {
+ case TextureType::Color2D:
+ case TextureType::Color2DRect:
+ return fmt::format("{}+vec2(0.001953125)/vec2(textureSize({}, 0))", coords, texture);
+ case TextureType::ColorArray2D:
+ case TextureType::ColorCube:
+ return fmt::format("vec3({0}.xy+vec2(0.001953125)/vec2(textureSize({1}, 0)),{0}.z)", coords,
+ texture);
+ default:
+ return std::string{coords};
+ }
+}
} // Anonymous namespace
void EmitImageSampleImplicitLod(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
@@ -340,6 +355,13 @@ void EmitImageGather(EmitContext& ctx, IR::Inst& inst, const IR::Value& index,
LOG_WARNING(Shader_GLSL, "Device does not support sparse texture queries. STUBBING");
ctx.AddU1("{}=true;", *sparse_inst);
}
+ std::string coords_with_subpixel_offset;
+ if (ctx.profile.need_gather_subpixel_offset) {
+ // 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.
+ coords_with_subpixel_offset = ImageGatherSubpixelOffset(info, texture, coords);
+ coords = coords_with_subpixel_offset;
+ }
if (!sparse_inst || !supports_sparse) {
if (offset.IsEmpty()) {
ctx.Add("{}=textureGather({},{},int({}));", texel, texture, coords,
@@ -387,6 +409,13 @@ void EmitImageGatherDref(EmitContext& ctx, IR::Inst& inst, const IR::Value& inde
LOG_WARNING(Shader_GLSL, "Device does not support sparse texture queries. STUBBING");
ctx.AddU1("{}=true;", *sparse_inst);
}
+ std::string coords_with_subpixel_offset;
+ if (ctx.profile.need_gather_subpixel_offset) {
+ // 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.
+ coords_with_subpixel_offset = ImageGatherSubpixelOffset(info, texture, coords);
+ coords = coords_with_subpixel_offset;
+ }
if (!sparse_inst || !supports_sparse) {
if (offset.IsEmpty()) {
ctx.Add("{}=textureGather({},{},{});", texel, texture, coords, dref);