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 Dec 2014 05:26:45 +0000
Message-ID:
References:
Mime-Version: 1.0
Content-Type: multipart/mixed; boundary="===============0636765561=="
Return-path:
Received: from culpepper.freedesktop.org (unknown [131.252.210.165])
by gabe.freedesktop.org (Postfix) with ESMTP id 8B2D96E5F3
for ; Fri, 12 Dec 2014 21:26:45 -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
--===============0636765561==
Content-Type: multipart/alternative; boundary="1418448405.184272.2780"; charset="UTF-8"
--1418448405.184272.2780
Date: Sat, 13 Dec 2014 05:26:45 +0000
MIME-Version: 1.0
Content-Type: text/plain; charset="UTF-8"
https://bugs.freedesktop.org/show_bug.cgi?id=66067
--- Comment #28 from Daniel Scharrer ---
Created attachment 110801
--> https://bugs.freedesktop.org/attachment.cgi?id=110801&action=edit
LD_PRELOAD library to fix Trine's ARB shaders
Trine Enchanted Edition (port/remake of Trine 1 in the Trine 2 engine) has the
same lighting problem.
Since the attached radeonsi patch no longer applies, I have created a small
LD_PRELOAD library to change all instances of " SHADOW2D;" to " 2D;" in
ARB shaders. Using this confirms that it's still the same bug.
Obviously fglrx somehow silently falls back to non-shadow samplers. Is this
also the case for the nvidia driver with ARB shaders or does that just get fed
Cg shaders directly? If so, would it be feasible for Mesa to include something
like the "Handle sampler depth compare mode" but for ARB shaders only? Or at
least a drirc option - either to decide based on the compare mode or to disable
shadow samplers completely?
--
You are receiving this mail because:
You are the assignee for the bug.
--1418448405.184272.2780
Date: Sat, 13 Dec 2014 05:26:45 +0000
MIME-Version: 1.0
Content-Type: text/html; charset="UTF-8"
Comment # 28
on bug 66067
from Daniel Scharrer
Created attachment 110801 [details]
LD_PRELOAD library to fix Trine's ARB shaders
Trine Enchanted Edition (port/remake of Trine 1 in the Trine 2 engine) has the
same lighting problem.
Since the attached radeonsi patch no longer applies, I have created a small
LD_PRELOAD library to change all instances of " SHADOW2D;" to " 2D;" in
ARB shaders. Using this confirms that it's still the same bug.
Obviously fglrx somehow silently falls back to non-shadow samplers. Is this
also the case for the nvidia driver with ARB shaders or does that just get fed
Cg shaders directly? If so, would it be feasible for Mesa to include something
like the "Handle sampler depth compare mode" but for ARB shaders only? Or at
least a drirc option - either to decide based on the compare mode or to disable
shadow samplers completely?
You are receiving this mail because:
- You are the assignee for the bug.
--1418448405.184272.2780--
--===============0636765561==
Content-Type: text/plain; charset="utf-8"
MIME-Version: 1.0
Content-Transfer-Encoding: base64
Content-Disposition: inline
X19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX19fX18KZHJpLWRldmVs
IG1haWxpbmcgbGlzdApkcmktZGV2ZWxAbGlzdHMuZnJlZWRlc2t0b3Aub3JnCmh0dHA6Ly9saXN0
cy5mcmVlZGVza3RvcC5vcmcvbWFpbG1hbi9saXN0aW5mby9kcmktZGV2ZWwK
--===============0636765561==--