VertexShaderGen: Correct vertex shader output to consider shifted pixel centers.
Fixes issue 267.
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@ -419,6 +419,14 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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//seems to get rather complicated
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}
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// The console GPU places the pixel center at 7/12 in screen space unless
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// antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
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// in some primitives being placed one pixel too far to the bottom-right,
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// which in turn can be critical if it happens for clear quads.
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// Hence, we compensate for this pixel center difference so that primitives
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// get rasterized correctly.
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out.Write("o.pos.xy = o.pos.xy - " I_DEPTHPARAMS".zw;\n");
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if (api_type == API_OPENGL)
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{
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// Bit ugly here
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@ -360,6 +360,17 @@ void VertexShaderManager::SetConstants()
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bViewportChanged = false;
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constants.depthparams[0] = xfregs.viewport.farZ / 16777216.0f;
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constants.depthparams[1] = xfregs.viewport.zRange / 16777216.0f;
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// The console GPU places the pixel center at 7/12 unless antialiasing
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// is enabled, while D3D and OpenGL place it at 0.5. See the comment
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// in VertexShaderGen.cpp for details.
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// NOTE: If we ever emulate antialiasing, the sample locations set by
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// BP registers 0x01-0x04 need to be considered here.
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const float pixel_center_correction = 7.0f / 12.0f - 0.5f;
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const float pixel_size_x = 2.f / Renderer::EFBToScaledXf(2.f * xfregs.viewport.wd);
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const float pixel_size_y = 2.f / Renderer::EFBToScaledXf(2.f * xfregs.viewport.ht);
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constants.depthparams[2] = pixel_center_correction * pixel_size_x;
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constants.depthparams[3] = pixel_center_correction * pixel_size_y;
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dirty = true;
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// This is so implementation-dependent that we can't have it here.
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g_renderer->SetViewport();
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