Use textureLod instead of the texture - #1567
Open
jiaolu wants to merge 1 commit into
Open
Conversation
texture() compiles to OpImageSampleImplicitLod, which needs screen-space derivatives of the UV if (rayQueryGetIntersectionTypeEXT(...) != ...NoneEXT) is per pixel ray query. one pixel ray query of the quad can hit while neighor misses. So the divergent branch does not match the texture, should use textureLod which does not require the screen-space derivatives of quad pixels.
Author
|
ping for review |
Collaborator
|
Code changes look good, but there doesn't seem to be an updated SPIR-V file for the rayquery_morpheus.frag shader. |
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.This suggestion is invalid because no changes were made to the code.Suggestions cannot be applied while the pull request is closed.Suggestions cannot be applied while viewing a subset of changes.Only one suggestion per line can be applied in a batch.Add this suggestion to a batch that can be applied as a single commit.Applying suggestions on deleted lines is not supported.You must change the existing code in this line in order to create a valid suggestion.Outdated suggestions cannot be applied.This suggestion has been applied or marked resolved.Suggestions cannot be applied from pending reviews.Suggestions cannot be applied on multi-line comments.Suggestions cannot be applied while the pull request is queued to merge.Suggestion cannot be applied right now. Please check back later.
Description
texture() compiles to OpImageSampleImplicitLod, which needs screen-space derivatives of the UV if (rayQueryGetIntersectionTypeEXT(...) != ...NoneEXT) is per pixel ray query. one pixel ray query of the quad can hit while neighor misses.
So the divergent branch does not match the texture, should use textureLod which does not require the screen-space derivatives of quad pixels.
this PR Fixes ##1566
it replace texture with textureLoad, Hoisting the sample above the if isn't an option here
General Checklist:
Please ensure the following points are checked:
Note: The Samples CI runs a number of checks including:
If this PR contains framework changes:
batchcommand line argument to make sure all samples still work properlySample Checklist
If your PR contains a new or modified sample, these further checks must be carried out in addition to the General Checklist: