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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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MoltenVK: restrict number of vertex attributes/bindings to 16
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renderer_vulkan: disable clock boost on unvalidated devices
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vulkan: implement 'turbo mode' clock booster
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renderer_vulkan: implement fallback path for null buffer descriptors
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vulkan_common: unify VK_EXT_debug_utils and selection of validation layer
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As an optional feature which can be enabled in the advanced graphics configuration, all pipelines that get built at the initial shader loading are stored in a VkPipelineCache object and are dumped to the disk.
These vendor specific pipeline cache files are located at `/shader/GAME_ID/vulkan_pipelines.bin`. This feature was mainly added because of an issue with the AMD driver (see yuzu-emu#8507) causing invalidation of the cache files the driver builds automatically.
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22.3.1
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Vulkan: Add support for VK_EXT_depth_clip_control.
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vulkan_common: declare storageBuffer8BitAccess
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Co-authored-by: goldenx86 <goldenx86@users.noreply.github.com>
Co-authored-by: BreadFish64 <breadfish64@users.noreply.github.com>
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vulkan_common: quiet some validation errors
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general: fix compile for Apple Clang
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