diff --git a/src/core/gpu_hw_shadergen.cpp b/src/core/gpu_hw_shadergen.cpp index 541338388..e41936858 100644 --- a/src/core/gpu_hw_shadergen.cpp +++ b/src/core/gpu_hw_shadergen.cpp @@ -388,6 +388,8 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured) WriteCommonFunctions(ss); WriteBatchUniformBuffer(ss); + ss << "CONSTANT float EPSILON = 0.00001;\n"; + if (textured) { DeclareVertexEntryPoint(ss, {"int2 a_pos", "float4 a_col0", "uint a_texcoord", "uint a_texpage"}, 1, 1, @@ -409,9 +411,10 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured) float pos_x = ((float(a_pos.x) + vertex_offset) / 512.0) - 1.0; float pos_y = ((float(a_pos.y) + vertex_offset) / -256.0) + 1.0; - // OpenGL seems to be off by one pixel in the Y direction due to lower-left origin. + // OpenGL seems to be off by one pixel in the Y direction due to lower-left origin, but only on + // Intel and NVIDIA drivers. AMD is fine... #if API_OPENGL || API_OPENGL_ES - pos_y += (1.0 / 512.0); + pos_y += EPSILON; #endif v_pos = float4(pos_x, pos_y, 0.0, 1.0); @@ -419,13 +422,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured) #if TEXTURED // Fudge the texture coordinates by half a pixel in screen-space. // This fixes the rounding/interpolation error on NVIDIA GPUs with shared edges between triangles. -#if API_OPENGL || API_OPENGL_ES - v_tex0 = float2(float(a_texcoord & 0xFFFFu) + (RCP_VRAM_SIZE.x * 0.5), - float(a_texcoord >> 16) - (RCP_VRAM_SIZE.y * 0.5)); -#else - v_tex0 = float2(float(a_texcoord & 0xFFFFu) + (RCP_VRAM_SIZE.x * 0.5), - float(a_texcoord >> 16) + (RCP_VRAM_SIZE.y * 0.5)); -#endif + v_tex0 = float2(float(a_texcoord & 0xFFFFu) + EPSILON, float(a_texcoord >> 16) + EPSILON); // base_x,base_y,palette_x,palette_y v_texpage.x = (a_texpage & 15u) * 64u * RESOLUTION_SCALE;