![]() LG2 and RSQ seem to ignore the sign bit of the input arguments but otherwise behave in an IEEE compliant way. Properly enforces IEEE-754 rules for all opcodes with the exception of DIVSQ which is provably broken on realhw as well and is now done per-channel to match realhw.Fix poor attribute interpolation precision on Nvidia which causes spurious failure of floating point comparisons in fragment shaders and leads to visual noise.Fixes broken shadows when using AMD cards or NV cards when the 'High precision Z' option is enabled. This is particularly true when the depth buffer is in floating point format such as D32F_S8. Vulkan behaves more like the older GL_SGIX_shadow extension and R is not necessarily clamped. In OpenGL, GL_ARB_shadow specifies that compare_R_to_texture clamps R to (0-1) before comparing. Fix shadow compare operations on vulkan.Should help lower the overhead of the fp16 emulation. In OpenGL most modern hardware will report this feature but for vulkan only Volta, Turing and Vega report this functionality. Use native fp16 types if the hardware or driver supports it. ![]() Released April 2010 Arcade PlayStation 3 PlayStation Network (PS3) An fantasy on-rails shooter set in the era of sea pirates, as a pirate crew braves the supernatural in search for treasure. Simple clamping is not enough as infinity and nan need preserving and nvidia cards clamp NaN to the lower bounds which is wrong. Deadstorm Pirates Game consists of 3 releases.
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