On AMD a subpixel offset of 1/512 of the texel size is applied to the texture coordinates at a ImageGather call to ensure the rounding at the texel centers is done the same way as in Maxwell or other Nvidia architectures. See https://www.reedbeta.com/blog/texture-gathers-and-coordinate-precision/ for more details why this might be necessary. This should fix shadow artifacts at object edges in Zelda: Breath of the Wild (#9957, #6956). |
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emit_glsl_atomic.cpp | ||
emit_glsl_barriers.cpp | ||
emit_glsl_bitwise_conversion.cpp | ||
emit_glsl_composite.cpp | ||
emit_glsl_context_get_set.cpp | ||
emit_glsl_control_flow.cpp | ||
emit_glsl_convert.cpp | ||
emit_glsl_floating_point.cpp | ||
emit_glsl_image.cpp | ||
emit_glsl_instructions.h | ||
emit_glsl_integer.cpp | ||
emit_glsl_logical.cpp | ||
emit_glsl_memory.cpp | ||
emit_glsl_not_implemented.cpp | ||
emit_glsl_select.cpp | ||
emit_glsl_shared_memory.cpp | ||
emit_glsl_special.cpp | ||
emit_glsl_undefined.cpp | ||
emit_glsl_warp.cpp | ||
emit_glsl.cpp | ||
emit_glsl.h | ||
glsl_emit_context.cpp | ||
glsl_emit_context.h | ||
var_alloc.cpp | ||
var_alloc.h |