4 May
2023
4 May
'23
10:55 a.m.
Not sure what's the best way to deal with this. Ideally I'd like tests to pass on all these platforms. Maybe we can just add a check that it is between 0.4 and 0.45.
One way to handle these kinds of things is to add an explicit quantisation step to the shader output. I think we've done that kind of thing before for HLSL shader tests. -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/191#note_31979