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authorGravatar Wollnashorn2023-04-05 01:29:46 +0200
committerGravatar Wollnashorn2023-04-08 16:12:30 +0200
commit780240e6979b198e7bd10feaad5399b8b4b63762 (patch)
treec145f48c66cf003e618cefc63496e3f5b7637f56 /src/video_core/renderer_vulkan
parentMerge pull request #10024 from german77/crysis (diff)
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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_vulkan')
-rw-r--r--src/video_core/renderer_vulkan/vk_pipeline_cache.cpp1
1 files changed, 1 insertions, 0 deletions
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
329 329
330 .lower_left_origin_mode = false, 330 .lower_left_origin_mode = false,
331 .need_declared_frag_colors = false, 331 .need_declared_frag_colors = false,
332 .need_gather_subpixel_offset = device.NeedsGatherSubpixelOffset(),
332 333
333 .has_broken_spirv_clamp = driver_id == VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS, 334 .has_broken_spirv_clamp = driver_id == VK_DRIVER_ID_INTEL_PROPRIETARY_WINDOWS,
334 .has_broken_spirv_position_input = driver_id == VK_DRIVER_ID_QUALCOMM_PROPRIETARY, 335 .has_broken_spirv_position_input = driver_id == VK_DRIVER_ID_QUALCOMM_PROPRIETARY,