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author Aaron <aaron.b.stover@gmail.com>2017-12-29 20:37:44 -0800
committer Aaron <aaron.b.stover@gmail.com>2017-12-30 00:16:41 -0800
commit6c456a286507d4d0ba1acb4b9015f9933e2351a4 (patch)
tree8c6cbcc56d154acd3bb4d6ee3123cbce5f3bff4d /src/osd/modules/opengl/gl_shader_mgr.cpp
parent1624208a65ab573b85ce72788ec1b2332846eccb (diff)
Fix Two Issues with the glsl Bilinear Shader
1. Off-by-one pixel coordinates 2. Sampling of wrong pixels at some non-integer stretch factors First was noticed while comparing screenshots of the software and opengl w/glsl renderers (opengl output was shifted up and to the right). Fixed by subtracting a 1/2 pixel from the texture coordinates when calculating the bottom left pixel to use for interpolation. Second was apparent when running pac-man fullscreen on a 1920x1080 screen and allowing non-integer stretching. Manifested as irregular horizontal 'steps' in the output. Fixed by sampling from the center of all pixels which should avoid any funny business in regards to pixel coordinate rounding.
Diffstat (limited to 'src/osd/modules/opengl/gl_shader_mgr.cpp')
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