AMD hardware glitches around borders of geometry when several solid pieces of geometry are found by the same ray in the anyhit shader
Closed this issue · 5 comments
DarioSamo commented
DarioSamo commented
Probably worth testing with a lower max hit count just in case it's running into some limitation due to the buffer's size.
DarioSamo commented
Anton has found a workaround for this issue, although it seems more research is still pending.
DarioSamo commented
Placing samplers on the heap solves(instead of static samplers in the signature). looks like a compiler bug maybe - not placing static sampler load properly or something. I can send code if needed but that's a small change, just add sampler heap parameter
DarioSamo commented
Workaround seems to do the trick in dynamic_samplers
, although no measurements if it actually impacts performance yet or a good explanation as to why the glitch happens in the first place.
DarioSamo commented
Fixed in dev