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_vulkan/vk_pipeline_cache.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'src/video_core/renderer_vulkan/vk_pipeline_cache.cpp') diff --git a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp index 0684cceed..f51257267 100644 --- a/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp +++ b/src/video_core/renderer_vulkan/vk_pipeline_cache.cpp @@ -329,6 +329,7 @@ PipelineCache::PipelineCache(RasterizerVulkan& rasterizer_, const Device& device .lower_left_origin_mode = false, .need_declared_frag_colors = false, + .need_gather_subpixel_offset = device.NeedsGatherSubpixelOffset(), .has_broken_spirv_clamp = driver_id == VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS, .has_broken_spirv_position_input = driver_id == VK_DRIVER_ID_QUALCOMM_PROPRIETARY, -- cgit v1.2.3