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Just putting this here so it's not forgotten about. The following potential issues are being addressed in DXVK and also exist here:
Vertex positions are assumed to be invariant, but FXC does not generate consistent code (mad vs mul + add even for identical subexpressions), so we need to explicitly emit mul + add to get consistent code gen and avoid issues like SotTR, for which we currently have an app profile.
Precise mad is only emitted for the HLSL mad intrinsic in a precise context, so we should still be able to emit FFma for that.
Just putting this here so it's not forgotten about. The following potential issues are being addressed in DXVK and also exist here:
mad
vsmul + add
even for identical subexpressions), so we need to explicitly emitmul + add
to get consistent code gen and avoid issues like SotTR, for which we currently have an app profile.mad
is only emitted for the HLSLmad
intrinsic in a precise context, so we should still be able to emitFFma
for that.dpX
instructions appear to get treated as a unit on native D3D drivers and are not further transformed even if there would be spec-compliant ways for doing so. We haven't seen many games rely on this besides Some water in Trails through Daybreak renders incorrectly on Nvidia GPU's doitsujin/dxvk#4162.The text was updated successfully, but these errors were encountered: