Comment # 5
on bug 93216
from Bas Nieuwenhuizen
I think we have cache coherency issues within a single draw call. One of the situations in which a feedback loop is allowed is if we read and write every texel at most once and we read the texel from the fragment shader invocation that writes that texel. My guess is that this is the case here, with two triangles. The problem is that while every pixel is written at most once, every block of pixels can be modified multiple times on the edges of a triangle. This results in garbage if a later invocation for a tile sees modified pixel data but stale DCC compression data, or stale pixel data and modified DCC compression data. This can be fixed by decompressing the framebuffer and disabling DCC decompression for the framebuffer. I would like to avoid decompressing, but I do not know how.
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