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The game tries to use anisotropic filtering deep in some control flow while updating a procedural displacement map, our sampling hardware does not check the channel enable mask before calculating the derivatives for each subspan, which causes it to get garbage for any subspans that have partially disabled lanes. This workaround converts any sample messages in fragment shaders that have divergent control flow into a sample_d message with the derivatives zero'd by software if some of the lanes are disabled. Closes: #12796 Reviewed-by: Lionel Landwerlin <lionel.g.landwerlin@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/41716> |
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| executor | ||
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| isl | ||
| mda | ||
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| perf | ||
| shaders | ||
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| vulkan | ||
| vulkan_hasvk | ||
| meson.build | ||