[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
Sat Feb 13 01:02:24 UTC 2016


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

--- Comment #34 from Daniel Scharrer <daniel at constexpr.org> ---
Came across another game that does this wrong: Never Alone
(http://store.steampowered.com/app/295790) However this one does need shadow
comparison in other shaders.

I've contacted the developers about this (as I have for the other affected
games) but I fear that this problem will just keep coming up - especially with
the NVIDIA driver ignoring the shadow sampler from the shader and Catalyst also
having a workaround (at least the Trine games rendered correctly with it the
last time I tried). Additionally at one of the developers I have contacted
suggested they are unlikely to release another patch so this will likely remain
broken.

Would it be possible to - instead of branching in the shader - create shader
variants if the TEXTURE_COMPARE_MODE does not match up with the use in the
shader?

Again, would be good to know how the blob handles this.

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