[Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper)

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Fri Dec 12 21:26:45 PST 2014


https://bugs.freedesktop.org/show_bug.cgi?id=66067

--- Comment #28 from Daniel Scharrer <daniel at constexpr.org> ---
Created attachment 110801
  --> https://bugs.freedesktop.org/attachment.cgi?id=110801&action=edit
LD_PRELOAD library to fix Trine's ARB shaders

Trine Enchanted Edition (port/remake of Trine 1 in the Trine 2 engine) has the
same lighting problem.

Since the attached radeonsi patch no longer applies, I have created a small
LD_PRELOAD library to change all instances of " SHADOW2D;" to "       2D;" in
ARB shaders. Using this confirms that it's still the same bug.

Obviously fglrx somehow silently falls back to non-shadow samplers. Is this
also the case for the nvidia driver with ARB shaders or does that just get fed
Cg shaders directly? If so, would it be feasible for Mesa to include something
like the "Handle sampler depth compare mode" but for ARB shaders only? Or at
least a drirc option - either to decide based on the compare mode or to disable
shadow samplers completely?

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