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authorWollnashorn <Wollnashorn@users.noreply.github.com>2023-04-05 01:29:46 +0200
committerWollnashorn <Wollnashorn@users.noreply.github.com>2023-04-08 16:12:30 +0200
commit780240e6979b198e7bd10feaad5399b8b4b63762 (patch)
treec145f48c66cf003e618cefc63496e3f5b7637f56 /src/video_core/renderer_opengl/gl_device.cpp
parentbbdfe1fab1f1706b7e6a62d93951bb451bbeec43 (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.cpp1
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