diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 6211066f4d..b08124faa0 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -253,6 +253,14 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T if (per_pixel_depth) out.Write("#define depth gl_FragDepth\n"); + // We use the flag "centroid" to fix some MSAA rendering bugs. With MSAA, the + // pixel shader will be executed for each pixel which has at least one passed sample. + // So there may be rendered pixels where the center of the pixel isn't in the primitive. + // As the pixel shader usually renders at the center of the pixel, this position may be + // outside the primitive. This will lead to sampling outside the texture, sign changes, ... + // As a workaround, we interpolate at the centroid of the coveraged pixel, which + // is always inside the primitive. + // Without MSAA, this flag is defined to have no effect. out.Write("centroid in float4 colors_02;\n"); out.Write("centroid in float4 colors_12;\n"); @@ -303,18 +311,15 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND ? "\n out float4 ocol1 : SV_Target1," : "", per_pixel_depth ? "\n out float depth : SV_Depth," : ""); - // Use centroid sampling to make MSAA work properly - const char* optCentroid = "centroid"; - - out.Write(" in %s float4 colors_0 : COLOR0,\n", optCentroid); - out.Write(" in %s float4 colors_1 : COLOR1", optCentroid); + out.Write(" in centroid float4 colors_0 : COLOR0,\n"); + out.Write(" in centroid float4 colors_1 : COLOR1"); // compute window position if needed because binding semantic WPOS is not widely supported for (unsigned int i = 0; i < numTexgen; ++i) - out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i); - out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen); + out.Write(",\n in centroid float3 uv%d : TEXCOORD%d", i, i); + out.Write(",\n in centroid float4 clipPos : TEXCOORD%d", numTexgen); if (g_ActiveConfig.bEnablePixelLighting) - out.Write(",\n in %s float4 Normal : TEXCOORD%d", optCentroid, numTexgen + 1); + out.Write(",\n in centroid float4 Normal : TEXCOORD%d", numTexgen + 1); out.Write(" ) {\n"); }