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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - An issue with alpha-to-coverage handling is causing Arma 3 64-bit Linux port to render trees incorrectly"
href="https://bugs.freedesktop.org/show_bug.cgi?id=101739#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - An issue with alpha-to-coverage handling is causing Arma 3 64-bit Linux port to render trees incorrectly"
href="https://bugs.freedesktop.org/show_bug.cgi?id=101739">bug 101739</a>
from <span class="vcard"><a class="email" href="mailto:sroland@vmware.com" title="Roland Scheidegger <sroland@vmware.com>"> <span class="fn">Roland Scheidegger</span></a>
</span></b>
<pre>My naive conclusion from the description would be that the hw is doing earlyz
optimizations when it shouldn't (so, the depth updates happen before the final
sample mask modified by the alpha value is known).
The driver doesn't set if early z is enabled directly, since it just sets
EARLY_Z_THEN_LATE_Z most of the time, and the hw should figure out if early z
is possible (taking into account all state), otherwise use late z.
If that's the case, then overriding the Z_ORDER to LATE_Z for the
db_shader_control value might be necessary in this case.
But that's just a guess, I could be completely wrong here - I've got only a
very rough idea of radeonsi hw and driver...</pre>
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