[D3D12] tfetch: change epsilon sign, add 0.5 to getWeights coords
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@ -1373,23 +1373,26 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
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// It's probably applicable to tfetchCube too, we're going to assume it's
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// used for them the same way as for stacked textures.
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// http://web.archive.org/web/20090511231340/http://msdn.microsoft.com:80/en-us/library/bb313959.aspx
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// Adding 1/1024 - quarter of one fixed-point unit of subpixel precision
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// (not to touch rounding when the GPU is converting to fixed-point) - to
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// resolve the ambiguity when the texture coordinate is directly between two
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// pixels, which hurts nearest-neighbor sampling (fixes the XBLA logo being
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// blocky in Banjo-Kazooie and the outlines around things and overall
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// blockiness in Halo 3).
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float offset_x = instr.attributes.offset_x;
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if (instr.opcode != FetchOpcode::kGetTextureWeights) {
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offset_x += 1.0f / 1024.0f;
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// Subtracting 1/1024 - quarter of one fixed-point unit of subpixel
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// precision (not to touch rounding when the GPU is converting to
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// fixed-point) - to resolve the ambiguity when the texture coordinate is
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// directly between two pixels, which hurts nearest-neighbor sampling (fixes
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// the XBLA logo being blocky in Banjo-Kazooie and the outlines around
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// things and overall blockiness in Halo 3). The sign was checked in Halo 3,
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// with plus there are outlines when MSAA is enabled, and also outline
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// around the weapon when it's drawn over a shadow.
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float offset_x = instr.attributes.offset_x - (1.0f / 1024.0f);
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if (instr.opcode == FetchOpcode::kGetTextureWeights) {
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// Needed for correct shadow filtering (at least in Halo 3).
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offset_x += 0.5f;
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}
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float offset_y = 0.0f, offset_z = 0.0f;
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if (instr.dimension == TextureDimension::k2D ||
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instr.dimension == TextureDimension::k3D ||
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instr.dimension == TextureDimension::kCube) {
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offset_y = instr.attributes.offset_y;
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if (instr.opcode != FetchOpcode::kGetTextureWeights) {
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offset_y += 1.0f / 1024.0f;
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offset_y = instr.attributes.offset_y - (1.0f / 1024.0f);
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if (instr.opcode == FetchOpcode::kGetTextureWeights) {
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offset_y += 0.5f;
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}
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// Don't care about the Z offset for cubemaps when getting weights because
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// zero Z will be returned anyway (the face index doesn't participate in
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@ -1398,10 +1401,12 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
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(instr.dimension == TextureDimension::kCube &&
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instr.opcode != FetchOpcode::kGetTextureWeights)) {
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offset_z = instr.attributes.offset_z;
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if (instr.opcode != FetchOpcode::kGetTextureWeights &&
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instr.dimension == TextureDimension::k3D) {
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if (instr.dimension == TextureDimension::k3D) {
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// Z is the face index for cubemaps, so don't apply the epsilon to it.
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offset_z += 1.0f / 1024.0f;
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offset_z -= 1.0f / 1024.0f;
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if (instr.opcode == FetchOpcode::kGetTextureWeights) {
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offset_z += 0.5f;
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}
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}
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}
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}
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