[D3D12] Revert changing the sign of tfetch epsilon

This commit is contained in:
Triang3l 2019-01-29 12:41:06 +03:00
parent 0c8ce2af04
commit cb99afffcb
1 changed files with 12 additions and 11 deletions

View File

@ -1373,15 +1373,16 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
// It's probably applicable to tfetchCube too, we're going to assume it's // It's probably applicable to tfetchCube too, we're going to assume it's
// used for them the same way as for stacked textures. // used for them the same way as for stacked textures.
// http://web.archive.org/web/20090511231340/http://msdn.microsoft.com:80/en-us/library/bb313959.aspx // http://web.archive.org/web/20090511231340/http://msdn.microsoft.com:80/en-us/library/bb313959.aspx
// Subtracting 1/1024 - quarter of one fixed-point unit of subpixel // Adding 1/1024 - quarter of one fixed-point unit of subpixel precision
// precision (not to touch rounding when the GPU is converting to // (not to touch rounding when the GPU is converting to fixed-point) - to
// fixed-point) - to resolve the ambiguity when the texture coordinate is // resolve the ambiguity when the texture coordinate is directly between two
// directly between two pixels, which hurts nearest-neighbor sampling (fixes // pixels, which hurts nearest-neighbor sampling (fixes the XBLA logo being
// the XBLA logo being blocky in Banjo-Kazooie and the outlines around // blocky in Banjo-Kazooie and the outlines around things and overall
// things and overall blockiness in Halo 3). The sign was checked in Halo 3, // blockiness in Halo 3).
// with plus there are outlines when MSAA is enabled, and also outline // TODO(Triang3l): Investigate the sign of this epsilon, because in Halo 3
// around the weapon when it's drawn over a shadow. // positive causes thin outlines with MSAA (with ROV), and negative causes
float offset_x = instr.attributes.offset_x - (1.0f / 1024.0f); // thick outlines with SSAA there.
float offset_x = instr.attributes.offset_x + (1.0f / 1024.0f);
if (instr.opcode == FetchOpcode::kGetTextureWeights) { if (instr.opcode == FetchOpcode::kGetTextureWeights) {
// Needed for correct shadow filtering (at least in Halo 3). // Needed for correct shadow filtering (at least in Halo 3).
offset_x += 0.5f; offset_x += 0.5f;
@ -1390,7 +1391,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
if (instr.dimension == TextureDimension::k2D || if (instr.dimension == TextureDimension::k2D ||
instr.dimension == TextureDimension::k3D || instr.dimension == TextureDimension::k3D ||
instr.dimension == TextureDimension::kCube) { instr.dimension == TextureDimension::kCube) {
offset_y = instr.attributes.offset_y - (1.0f / 1024.0f); offset_y = instr.attributes.offset_y + (1.0f / 1024.0f);
if (instr.opcode == FetchOpcode::kGetTextureWeights) { if (instr.opcode == FetchOpcode::kGetTextureWeights) {
offset_y += 0.5f; offset_y += 0.5f;
} }
@ -1403,7 +1404,7 @@ void DxbcShaderTranslator::ProcessTextureFetchInstruction(
offset_z = instr.attributes.offset_z; offset_z = instr.attributes.offset_z;
if (instr.dimension == TextureDimension::k3D) { if (instr.dimension == TextureDimension::k3D) {
// Z is the face index for cubemaps, so don't apply the epsilon to it. // Z is the face index for cubemaps, so don't apply the epsilon to it.
offset_z -= 1.0f / 1024.0f; offset_z += 1.0f / 1024.0f;
if (instr.opcode == FetchOpcode::kGetTextureWeights) { if (instr.opcode == FetchOpcode::kGetTextureWeights) {
offset_z += 0.5f; offset_z += 0.5f;
} }