From 780240e6979b198e7bd10feaad5399b8b4b63762 Mon Sep 17 00:00:00 2001 From: Wollnashorn Date: Wed, 5 Apr 2023 01:29:46 +0200 Subject: 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). --- src/video_core/renderer_opengl/gl_device.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'src/video_core/renderer_opengl/gl_device.cpp') 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 -- cgit v1.2.3