Comment # 14
on bug 101739
from Krystian Gałaj
(In reply to Gregor Münch from comment #10) > Some comments from a VP dev: > https://www.gamingonlinux.com/articles/the-linux-beta-of-arma-3-has-been- > updated-to-180-compatible-with-windows-again-for-a-time.11349/ > comment_id=118838 > > Seems to be that it's not clear if the bug is on Mesa or VPs side. Maybe > some Mesa dev could comment. I am not sure what we could do on VP side to work around the bug. It happens in a single execution of fragment shader on a multisampled color buffer and depth buffer. The same execution is writing a color value, and it's supposed to write a depth value into the corresponding sample of depth buffer. I don't know of any additional keywords in GLSL that we could specify to make sure this is the case. If anyone knows about something we're specifying wrong, please advise. As for rendering techniques used, we are only converting the rendering technique used by the original Arma 3 developer team from Direct3D API to OpenGL. So one way of working around the problem would be to ask them to do LOD switching in another way in future release - and then we could port that new version. But since it's not happening on the same graphics cards on Windows or Mac, only on Linux, it isn't likely this rework would be given any high priority. And we are good at API knowledge and conversion between them, but inventing another technique to swap in for existing technique in not our game requires slightly different approach, and, above all, good knowledge of the entire complicated rendering engine used in the game, so as not to break anything. I don't think that working around the problem is a good thing to mention in a bug ticket... this thing might be happening in other games, maybe not so high profile, so it would make sense to fix it in driver. It can be done, if it's working on the same cards using Windows drivers...
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