From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper) Date: Sat, 13 Feb 2016 01:02:24 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============2097350009==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id E1F316E309 for ; Fri, 12 Feb 2016 17:02:23 -0800 (PST) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============2097350009== Content-Type: multipart/alternative; boundary="14553253433.fd00526e.15912"; charset="UTF-8" --14553253433.fd00526e.15912 Date: Sat, 13 Feb 2016 01:02:23 +0000 MIME-Version: 1.0 Content-Type: text/plain https://bugs.freedesktop.org/show_bug.cgi?id=66067 --- Comment #34 from Daniel Scharrer --- Came across another game that does this wrong: Never Alone (http://store.steampowered.com/app/295790) However this one does need shadow comparison in other shaders. I've contacted the developers about this (as I have for the other affected games) but I fear that this problem will just keep coming up - especially with the NVIDIA driver ignoring the shadow sampler from the shader and Catalyst also having a workaround (at least the Trine games rendered correctly with it the last time I tried). Additionally at one of the developers I have contacted suggested they are unlikely to release another patch so this will likely remain broken. Would it be possible to - instead of branching in the shader - create shader variants if the TEXTURE_COMPARE_MODE does not match up with the use in the shader? Again, would be good to know how the blob handles this. -- You are receiving this mail because: You are the assignee for the bug. --14553253433.fd00526e.15912 Date: Sat, 13 Feb 2016 01:02:23 +0000 MIME-Version: 1.0 Content-Type: text/html

Comment # 34 on bug 66067 from
Came across another game that does this wrong: Never Alone
(http://store.steampowered.com/app/295790) However this one does need shadow
comparison in other shaders.

I've contacted the developers about this (as I have for the other affected
games) but I fear that this problem will just keep coming up - especially with
the NVIDIA driver ignoring the shadow sampler from the shader and Catalyst also
having a workaround (at least the Trine games rendered correctly with it the
last time I tried). Additionally at one of the developers I have contacted
suggested they are unlikely to release another patch so this will likely remain
broken.

Would it be possible to - instead of branching in the shader - create shader
variants if the TEXTURE_COMPARE_MODE does not match up with the use in the
shader?

Again, would be good to know how the blob handles this.


You are receiving this mail because:
  • You are the assignee for the bug.
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