Comment # 11
on bug 92059
from Kai
Created attachment 118397 [details] Setting environment variables yields visible bodies. (In reply to Ilia Mirkin from comment #10) > (In reply to Timothy Arceri from comment #9) > > (In reply to Ilia Mirkin from comment #7) > > > (In reply to Kai from comment #5) > > > > Also, the game seems to choke on the missing AoA functionality or at least > > > > doesn't check whether it can use AoA: > > > > > 0:9(23): error: GL_ARB_arrays_of_arrays required for defining arrays of arrays > > > > > > I guess line 9 is: out vec4 vControlPoint[][2]; > > > > > > Which should work without AoA. I wonder if this was recently broken by the > > > AoA support patches... Or maybe it started out broken. > > > > It seems to me that this should fail, and is correctly doing so. >From the > > tessellation spec: > > > > [...] > > > > Is there something I'm missing? > > Quite right. I forgot about that little bit in the spec. So the issue here > is that (a) AoA isn't supported in mesa, (b) even if it was, the shader > doesn't enable it. Without that, you can't have plain per-vertex array > outputs in TCS. So, I should probably report this bug to Ferral Interactive (studio responsible for the Linux port), right? > You could force-enable it by setting force_glsl_extensions_warn=1 and > MESA_EXTENSION_OVERRIDE=GL_ARB_arrays_of_arrays ... I think. The correct override is: # force_glsl_extensions_warn=true MESA_EXTENSION_OVERRIDE=GL_ARB_arrays_of_arrays Setting force_glsl_extension_warn=1 leads to an error. And indeed, setting those two environment variables leads to visible characters in the game, see the attached screenshot. Should this bug be renamed to »[radeonsi] Implement GL_ARB_arrays_of_arrays for "Middle-earth: Shadow of Mordor"« then?
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