https://bugs.freedesktop.org/show_bug.cgi?id=109599

--- Comment #30 from Roland Scheidegger <srol...@vmware.com> ---
Frankly I don't know if the offset scaling makes any sense.
IMHO using the formula for fixed-point depth buffers d3d10 requires (luckily at
least for float formats everybody (gl, vulkan, d3d10) agrees on the exact
formula) would be way less trouble for everybody (pretty sure that would
correspond to offset_scale of 1.0), although I'm not entirely sure it would
actually fit the guarantee (of both gl and vulkan) that fragments always be
distinguishable if they only differ by the implementation-defined r...

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