From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 93594] Flickering Shadows in The Talos Principle
Date: Wed, 17 Feb 2016 16:51:46 +0000
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Date: Wed, 17 Feb 2016 16:51:47 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=93594
--- Comment #10 from Marek Olšák ---
(In reply to Michel Dänzer from comment #9)
> Note that AFAIK using things like derivatives in non-uniform control flow
> isn't supported by GLSL. What's the original GLSL shader?
True.
The GLSL shader is using discard followed by fwidth. This is undefined
behavior.
Therefore, it's an application bug.
The easy workaround would be to disable register allocation in st/mesa to get a
quasi-SSA form and trivially move KILL_IF to the end of the shader if the app
is detected to be Talos Principle.
--
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You are the assignee for the bug.
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Date: Wed, 17 Feb 2016 16:51:47 +0000
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Comment # 10
on bug 93594
from Marek Olšák
(In reply to Michel Dänzer from comment #9)
> Note that AFAIK using things like derivatives in non-uniform control flow
> isn't supported by GLSL. What's the original GLSL shader?
True.
The GLSL shader is using discard followed by fwidth. This is undefined
behavior.
Therefore, it's an application bug.
The easy workaround would be to disable register allocation in st/mesa to get a
quasi-SSA form and trivially move KILL_IF to the end of the shader if the app
is detected to be Talos Principle.
You are receiving this mail because:
- You are the assignee for the bug.
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