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| author | Wollnashorn <Wollnashorn@users.noreply.github.com> | 2023-04-05 01:29:46 +0200 |
|---|---|---|
| committer | Wollnashorn <Wollnashorn@users.noreply.github.com> | 2023-04-08 16:12:30 +0200 |
| commit | 780240e6979b198e7bd10feaad5399b8b4b63762 (patch) | |
| tree | c145f48c66cf003e618cefc63496e3f5b7637f56 /src/video_core/renderer_opengl/gl_device.cpp | |
| parent | bbdfe1fab1f1706b7e6a62d93951bb451bbeec43 (diff) | |
shader_recompiler: Add subpixel offset for correct rounding at `ImageGather`
On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures.
See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary.
This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956).
Diffstat (limited to 'src/video_core/renderer_opengl/gl_device.cpp')
| -rw-r--r-- | src/video_core/renderer_opengl/gl_device.cpp | 1 |
1 files changed, 1 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.cpp b/src/video_core/renderer_opengl/gl_device.cpp index 22ed16ebf..d36a0a7a1 100644 --- a/src/video_core/renderer_opengl/gl_device.cpp +++ b/src/video_core/renderer_opengl/gl_device.cpp @@ -169,6 +169,7 @@ Device::Device(Core::Frontend::EmuWindow& emu_window) { has_draw_texture = GLAD_GL_NV_draw_texture; warp_size_potentially_larger_than_guest = !is_nvidia && !is_intel; need_fastmath_off = is_nvidia; + need_gather_subpixel_offset = is_amd; can_report_memory = GLAD_GL_NVX_gpu_memory_info; // At the moment of writing this, only Nvidia's driver optimizes BufferSubData on exclusive |
