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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.h
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.h')
-rw-r--r--src/video_core/renderer_opengl/gl_device.h5
1 files changed, 5 insertions, 0 deletions
diff --git a/src/video_core/renderer_opengl/gl_device.h b/src/video_core/renderer_opengl/gl_device.h
index 3ff8cad83..e8104c4de 100644
--- a/src/video_core/renderer_opengl/gl_device.h
+++ b/src/video_core/renderer_opengl/gl_device.h
@@ -160,6 +160,10 @@ public:
return need_fastmath_off;
}
+ bool NeedsGatherSubpixelOffset() const {
+ return need_gather_subpixel_offset;
+ }
+
bool HasCbufFtouBug() const {
return has_cbuf_ftou_bug;
}
@@ -225,6 +229,7 @@ private:
bool has_draw_texture{};
bool warp_size_potentially_larger_than_guest{};
bool need_fastmath_off{};
+ bool need_gather_subpixel_offset{};
bool has_cbuf_ftou_bug{};
bool has_bool_ref_bug{};
bool can_report_memory{};