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<th>Bug ID</th>
<td><a class="bz_bug_link
bz_status_NEW "
title="NEW - Divinity: Original Sin Enhanced Edition blocky and jagged shadows."
href="https://bugs.freedesktop.org/show_bug.cgi?id=105282">105282</a>
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<th>Summary</th>
<td>Divinity: Original Sin Enhanced Edition blocky and jagged shadows.
</td>
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<th>Product</th>
<td>Mesa
</td>
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<th>Version</th>
<td>17.3
</td>
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<th>Hardware</th>
<td>All
</td>
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<th>OS</th>
<td>Linux (All)
</td>
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<th>Status</th>
<td>NEW
</td>
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<th>Severity</th>
<td>enhancement
</td>
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<th>Priority</th>
<td>medium
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<th>Component</th>
<td>Drivers/Gallium/radeonsi
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<th>Assignee</th>
<td>dri-devel@lists.freedesktop.org
</td>
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<th>Reporter</th>
<td>e.singularitycat@gmail.com
</td>
</tr>
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<th>QA Contact</th>
<td>dri-devel@lists.freedesktop.org
</td>
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<div>
<pre>After working around the bugs described in #93551 and getting the game running,
I noticed that unless the shadow quality setting was at "Ultra", all rendered
shadows are blocky and jagged, with gaps appearing between the shadows cast be
apparently solid objects.
I messed around with some driconf options, and discovered that this rendering
issue goes away if setting the "glsl_correct_derivatives_after_discard" option.
Unfortunately, I couldn't get a working apitrace because of the LD_PRELOAD
hacks, but attached are two screenshots of roughly the same area, one without
the option (before.png) and one with (after.png).</pre>
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