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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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.. | ||
backend | ||
frontend | ||
ir_opt | ||
CMakeLists.txt | ||
environment.h | ||
exception.h | ||
host_translate_info.h | ||
object_pool.h | ||
precompiled_headers.h | ||
profile.h | ||
program_header.h | ||
runtime_info.h | ||
shader_info.h | ||
stage.h | ||
varying_state.h |