https://bugs.freedesktop.org/show_bug.cgi?id=101739
Marek Olšák changed:
What|Removed |Added
Resolution|--- |FIXED
Status|NEW
https://bugs.freedesktop.org/show_bug.cgi?id=101739
--- Comment #16 from Gregor Münch ---
Tested today and the bug is still there with current git (also with nir). The
workaround also still works and at least on my Tahiti card I actually
experience no performance drop.
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--- Comment #15 from Marek Olšák ---
We can add "glsl_correct_derivatives_after_discard=true" to Mesa's drirc and
call it a day.
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--- Comment #14 from Krystian Gałaj ---
(In reply to Gregor Münch from comment #10)
> Some comments from a VP dev:
> https://www.gamingonlinux.com/articles/the-linux-beta-of-arma-3-has-been-
>
https://bugs.freedesktop.org/show_bug.cgi?id=101739
--- Comment #13 from Marek Olšák ---
Yes. Thanks.
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--- Comment #12 from Ilia Mirkin ---
Probably meant this change:
https://cgit.freedesktop.org/mesa/mesa/commit/?id=f222cf3c6d6fc5d9dee3742d20aa77cfff9c39f8
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--- Comment #11 from Marek Olšák ---
If "glsl_correct_derivatives_after_discard=true" fixes it, it's not an
alpha-to-coverage issue. It's a problem with the use of discard in GLSL.
There is no difference in alpha-to-coverage
https://bugs.freedesktop.org/show_bug.cgi?id=101739
Gregor Münch changed:
What|Removed |Added
CC||mar...@gmail.com
https://bugs.freedesktop.org/show_bug.cgi?id=101739
Jan Havran changed:
What|Removed |Added
CC||havran@email.cz
https://bugs.freedesktop.org/show_bug.cgi?id=101739
--- Comment #8 from tom34 ---
I see that Bohemia mentioned about this bug here:
https://community.bistudio.com/wiki/Arma_3_Experimental_Ports#Known_Issues
"AMD Mesa drivers can cause graphical glitches, such as white blinking
https://bugs.freedesktop.org/show_bug.cgi?id=101739
--- Comment #7 from tom34 ---
I using mesa3d (17.3.6) from stable padoka repo and i see white bushes in game,
here is the example:
(Headphone warning, mic volume too high)
https://www.twitch.tv/videos/239136303?t=01m10s
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--- Comment #6 from ysblo...@gmail.com ---
addendum : using the
glsl_correct_derivatives_after_discard=true commandline option does work.
But a big but : FPS took a nosedive.
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--- Comment #5 from ysblo...@gmail.com ---
(In reply to nadro-linux from comment #4)
> You can fix that issue by added this entry to drirc file:
> ---
>
>
>
> ---
> I hope that it will be permanently added to mesa official drirc file.
https://bugs.freedesktop.org/show_bug.cgi?id=101739
--- Comment #4 from nadro-li...@wp.pl ---
You can fix that issue by added this entry to drirc file:
---
---
I hope that it will be permanently added to mesa official drirc file.
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--- Comment #3 from Roland Scheidegger ---
(In reply to Jan from comment #2)
> I also have this problem. Is there a way to force/override Z_ORDER to
> LATE_Z, at best per application, so that I can try whether this has any
>
https://bugs.freedesktop.org/show_bug.cgi?id=101739
Vedran Miletić changed:
What|Removed |Added
Blocks||77449
Referenced
https://bugs.freedesktop.org/show_bug.cgi?id=101739
--- Comment #2 from jan@gmx.de ---
I also have this problem. Is there a way to force/override Z_ORDER to LATE_Z,
at best per application, so that I can try whether this has any effect?
If not: what other way is there to test it? I am willing
https://bugs.freedesktop.org/show_bug.cgi?id=101739
--- Comment #1 from Roland Scheidegger ---
My naive conclusion from the description would be that the hw is doing earlyz
optimizations when it shouldn't (so, the depth updates happen before the final
sample mask modified by
https://bugs.freedesktop.org/show_bug.cgi?id=101739
Bug ID: 101739
Summary: An issue with alpha-to-coverage handling is causing
Arma 3 64-bit Linux port to render trees incorrectly
Product: Mesa
Version: git
Hardware:
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