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| author | Pierre Bourdon <delroth@gmail.com> | 2014-04-25 09:32:36 +0200 |
|---|---|---|
| committer | Pierre Bourdon <delroth@gmail.com> | 2014-04-25 09:32:36 +0200 |
| commit | 25f5598e31d5ce5dca8d1b03888a9205b616280e (patch) | |
| tree | 8c7450570343948543a276dd5be742a48fdc9a35 /Source/Core/VideoCommon/VertexShaderGen.cpp | |
| parent | 28db73971733319adfbf25b47e833cbc9510a3a2 (diff) | |
| parent | c47c32d4a808218866a9e0a744b0cfa37d6ec9cb (diff) | |
Merge pull request #306 from neobrain/pixel_center_correction
VertexShaderGen: Correct vertex shader output to consider shifted pixel centers.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 8 |
1 files changed, 8 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index 239a2945a3..7d0dc878cd 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -419,6 +419,14 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ //seems to get rather complicated } + // The console GPU places the pixel center at 7/12 in screen space unless + // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results + // in some primitives being placed one pixel too far to the bottom-right, + // which in turn can be critical if it happens for clear quads. + // Hence, we compensate for this pixel center difference so that primitives + // get rasterized correctly. + out.Write("o.pos.xy = o.pos.xy - " I_DEPTHPARAMS".zw;\n"); + if (api_type == API_OPENGL) { // Bit ugly here |
