yuzu/src/video_core/renderer_opengl
Wollnashorn 780240e697 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).
2023-04-08 16:12:30 +02:00
..
blit_image.cpp
blit_image.h
gl_buffer_cache.cpp
gl_buffer_cache.h
gl_compute_pipeline.cpp
gl_compute_pipeline.h
gl_device.cpp shader_recompiler: Add subpixel offset for correct rounding at ImageGather 2023-04-08 16:12:30 +02:00
gl_device.h shader_recompiler: Add subpixel offset for correct rounding at ImageGather 2023-04-08 16:12:30 +02:00
gl_fence_manager.cpp
gl_fence_manager.h
gl_fsr.cpp
gl_fsr.h
gl_graphics_pipeline.cpp
gl_graphics_pipeline.h
gl_query_cache.cpp
gl_query_cache.h
gl_rasterizer.cpp
gl_rasterizer.h
gl_resource_manager.cpp
gl_resource_manager.h
gl_shader_cache.cpp shader_recompiler: Add subpixel offset for correct rounding at ImageGather 2023-04-08 16:12:30 +02:00
gl_shader_cache.h
gl_shader_context.h
gl_shader_manager.cpp
gl_shader_manager.h
gl_shader_util.cpp
gl_shader_util.h
gl_state_tracker.cpp
gl_state_tracker.h
gl_stream_buffer.cpp
gl_stream_buffer.h
gl_texture_cache_base.cpp
gl_texture_cache.cpp
gl_texture_cache.h
maxwell_to_gl.h
renderer_opengl.cpp
renderer_opengl.h
util_shaders.cpp
util_shaders.h