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GLSL to HLSL #15
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Hi, Apologies for the late response. I haven't tried DirectX + HLSL. How did you convert to that, manual translation, Angle, something else? In my experience, artifacts typically come from low-precision floats. |
Hi, I had to put this on hold but now I'm retrying to get this working. I did manual translation but I also tried converting it using angle: same result. I get some little artifacts. I'm using HLSL floats which are supposed to be equivalent to GLSL highp floats (32-bit). I'm compiling it with SM5 and testing it in a GTX 670MX (Kepler) Here is a screenshot of what I get: I think that if I got this far, it means that it is not related to texture lookup, filtering or something similar so I bet this has something to do with HLSL not doing his math homework exactly as GLSL. Do you remember having this kind of artifacts? What do you think it could be? If you have some time and you are interested, I can send you the shader so you give it a quick look. |
Hey. Thanks for the work. It almost always means we're losing float precision somewhere. Not sure why. I don't have Windows, but sharing your work wouldn't hurt. Thanks. |
@andresiraola It's caused by a HLSL compiler bug in the If you step through the shader code in the Visual Studio graphics debugger on one of the gimpy pixels, pay close attention to the register values and you should see If we rekajigger the code slightly so that it flows without the first 'continue' statement, the emitted assembly comes out okay. Compiled with /Gec /Fh /T ps_5_0:
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Have you ever tried to port it to DirectX + HLSL?
I integrated it to my DX/OGL rendering engine. OGL+GLSL works just fine but DX+HLSL renders some glyphs (not all) with some artifacts.
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