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
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Date: Wed, 17 Feb 2016 01:55:01 +0000
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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?
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Date: Wed, 17 Feb 2016 01:55:01 +0000
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Comment # 9
on bug 93594
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.
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