I'm pretty sure it's undefined in GL (because there's no defined minimum
resolvable difference in depth buffer format), IIRC this is stated
somewhere but can't remember.
d3d10 has a definition which doesn't make much sense (as it still says
to use the unorm formula in this case for which "r is the
On Sun, 15 Jan 2017 22:06:01 +0100
Axel Davy wrote:
As far as I remember this doesn't affact wine, as it resets the offset
in case no depth buffer is attached.
The same could be done in nine, but would add some overhead and
it isn't required on other gallium drivers.
Regards,
Wait a sec. Nevermind. It's something else. Trace replays fine in Mesa
13.0.3. Ignore this patch.
On Sun, Jan 15, 2017 at 4:08 PM, Ilia Mirkin wrote:
> Well, the trace in question rendered just fine on NVIDIA blob... I'm
> kind of assuming that I just missed something in
Well, the trace in question rendered just fine on NVIDIA blob... I'm
kind of assuming that I just missed something in the spec, or all
other HW works this way, or ... .
On Sun, Jan 15, 2017 at 4:06 PM, Axel Davy wrote:
> Shouldn't this be fixed in wine, rather than in the
Shouldn't this be fixed in wine, rather than in the driver ?
Yours,
Axel
On 15/01/2017 21:57, Ilia Mirkin wrote:
While I can find no support for this in the GL spec, this is apparently
what D3D9 wants. Also appears to fix a very long-standing bug in Tomb
Raider: Underworld and Deus Ex: Human
While I can find no support for this in the GL spec, this is apparently
what D3D9 wants. Also appears to fix a very long-standing bug in Tomb
Raider: Underworld and Deus Ex: Human Revolution (probably based on the
same engines).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91247
While I can find no support for this in the GL spec, this is apparently
what D3D9 wants. Also appears to fix a very long-standing bug in Tomb
Raider: Underworld and Deus Ex: Human Revolution (probably based on the
same engines).
Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=91247