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 01:55:01 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1768722111==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 800BA6E29B for ; Wed, 17 Feb 2016 01:55:01 +0000 (UTC) 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 --===============1768722111== Content-Type: multipart/alternative; boundary="14556741010.3A0E704A.13091"; charset="UTF-8" --14556741010.3A0E704A.13091 Date: Wed, 17 Feb 2016 01:55:01 +0000 MIME-Version: 1.0 Content-Type: text/plain https://bugs.freedesktop.org/show_bug.cgi?id=93594 --- Comment #9 from Michel Dänzer --- (In reply to Marek Olšák from comment #8) > If KILL_IF masks out some but not all invocations in a 2x2 quad, the > subsequent DDX and DDY opcodes can result in undefined values, resulting in > garbage on the output. I think Nicolai is making some improvements for the EXEC mask handling for shader images. Maybe that'll help for this as well. Note that AFAIK using things like derivatives in non-uniform control flow isn't supported by GLSL. What's the original GLSL shader? -- You are receiving this mail because: You are the assignee for the bug. --14556741010.3A0E704A.13091 Date: Wed, 17 Feb 2016 01:55:01 +0000 MIME-Version: 1.0 Content-Type: text/html

Comment # 9 on bug 93594 from
(In reply to Marek Olšák from comment #8)
> If KILL_IF masks out some but not all invocations in a 2x2 quad, the
> subsequent DDX and DDY opcodes can result in undefined values, resulting in
> garbage on the output.

I think Nicolai is making some improvements for the EXEC mask handling for
shader images. Maybe that'll help for this as well.

Note that AFAIK using things like derivatives in non-uniform control flow isn't
supported by GLSL. What's the original GLSL shader?


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  • You are the assignee for the bug.
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