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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Flickering Shadows in The Talos Principle"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93594#c9">Comment # 9</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Flickering Shadows in The Talos Principle"
href="https://bugs.freedesktop.org/show_bug.cgi?id=93594">bug 93594</a>
from <span class="vcard"><a class="email" href="mailto:michel@daenzer.net" title="Michel Dänzer <michel@daenzer.net>"> <span class="fn">Michel Dänzer</span></a>
</span></b>
<pre>(In reply to Marek Olšák from <a href="show_bug.cgi?id=93594#c8">comment #8</a>)
<span class="quote">> 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.</span >
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?</pre>
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