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). |
||
|---|---|---|
| .. | ||
| 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 | ||
| gl_device.h | ||
| 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 | ||
| 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.cpp | ||
| gl_texture_cache.h | ||
| gl_texture_cache_base.cpp | ||
| maxwell_to_gl.h | ||
| renderer_opengl.cpp | ||
| renderer_opengl.h | ||
| util_shaders.cpp | ||
| util_shaders.h | ||