May 4, 2023
11:23 a.m.
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.
I took that approach in v4, at least for SampleBias(). -- https://gitlab.winehq.org/wine/vkd3d/-/merge_requests/191#note_32013