Comment # 13
on bug 92059
from Kai
(In reply to Ilia Mirkin from comment #12) > (In reply to Kai from comment #11) > > (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? > > That would be ideal. Done (by e-mail). Lets see, if I hear back from them or if they fix it. > > > 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? > > As I mentioned, merely having the ext available wouldn't make that shader > compile. The ext would also have to be enabled in the shader. Yes, I understand. But this would still leave radeonsi without required functionality. So making this bug about enabling GL_ARB_arrays_of_arrays for an application that (pretends*) to need it, seemed reasonable and more descriptive. * I've played about 30 minutes now with those environment variables set and haven't noticed any visual corruption on radeonsi which doesn't expose GL_ARB_arrays_of_arrays. So I'm not sure if the game actually *needs* the extension?
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