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authorClément Foucault <foucault.clem@gmail.com>2021-09-21 17:38:25 +0300
committerJeroen Bakker <jeroen@blender.org>2021-09-22 09:33:31 +0300
commitf2e96c2473a2c638faeea6bd5544d4dcdccc8a36 (patch)
treeb89f3ce9046cff32cc4669167b915f3b48c409fe /source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
parent934c724755a97faa21f0a4d756a3cfd03adb1476 (diff)
Fix T87801: Eevee ambient occlusion is incorrect on M1 macMini
The issue was caused by `textureSize()` returning the size of the level 0 even when the min texture level is higher than 0. Using a uniform to pass the correct size fixes the issue. This issue also affected the downsampling of radiance for reflections and refractions. This does not affect anything other than the recusive downsampling shaders.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl19
1 files changed, 12 insertions, 7 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
index ccb65d2e5a6..8ef39a55921 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_minmaxz_frag.glsl
@@ -14,6 +14,10 @@ uniform int depthLayer;
uniform sampler2D depthBuffer;
#endif
+#ifndef COPY_DEPTH
+uniform vec2 texelSize;
+#endif
+
#ifdef LAYERED
# define sampleLowerMip(t) texture(depthBuffer, vec3(t, depthLayer)).r
# define gatherLowerMip(t) textureGather(depthBuffer, vec3(t, depthLayer))
@@ -41,23 +45,24 @@ out vec4 fragColor;
void main()
{
vec2 texel = gl_FragCoord.xy;
- vec2 texel_size = 1.0 / vec2(textureSize(depthBuffer, 0).xy);
#ifdef COPY_DEPTH
- vec2 uv = texel * texel_size;
+ vec2 uv = texel / vec2(textureSize(depthBuffer, 0).xy);
float val = sampleLowerMip(uv);
#else
- vec2 uv = texel * 2.0 * texel_size;
+ /* NOTE(@fclem): textureSize() does not work the same on all implementations
+ * when changing the min and max texture levels. Use uniform instead (see T87801). */
+ vec2 uv = texel * 2.0 * texelSize;
vec4 samp;
# ifdef GPU_ARB_texture_gather
samp = gatherLowerMip(uv);
# else
- samp.x = sampleLowerMip(uv + vec2(-0.5, -0.5) * texel_size);
- samp.y = sampleLowerMip(uv + vec2(-0.5, 0.5) * texel_size);
- samp.z = sampleLowerMip(uv + vec2(0.5, -0.5) * texel_size);
- samp.w = sampleLowerMip(uv + vec2(0.5, 0.5) * texel_size);
+ samp.x = sampleLowerMip(uv + vec2(-0.5, -0.5) * texelSize);
+ samp.y = sampleLowerMip(uv + vec2(-0.5, 0.5) * texelSize);
+ samp.z = sampleLowerMip(uv + vec2(0.5, -0.5) * texelSize);
+ samp.w = sampleLowerMip(uv + vec2(0.5, 0.5) * texelSize);
# endif
float val = minmax4(samp.x, samp.y, samp.z, samp.w);