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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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Also fixes for texture buffers, which do not have mips eithers.
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shader_recompiler: TXQ: Skip QueryLevels when possible
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This formats all copyright comments according to SPDX formatting guidelines.
Additionally, this resolves the remaining GPLv2 only licensed files by relicensing them to GPLv2.0-or-later.
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Thanks for everything!
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along with some more cleanup/oversight fixes
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along with some other misc changes and fixes
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SSBU now working
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plus some other misc additions/changed
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