[Bug 95412] black overlay on The Talos principle
bugzilla-daemon at freedesktop.org
bugzilla-daemon at freedesktop.org
Wed Nov 2 05:58:25 UTC 2016
https://bugs.freedesktop.org/show_bug.cgi?id=95412
Matt Turner <mattst88 at gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |NEEDINFO
--- Comment #3 from Matt Turner <mattst88 at gmail.com> ---
Thanks for the nice report and apitrace!
I can confirm that the trace shows black overlays like in the screenshot on
HSW, and if I invert the condition
from == GL_ZERO_TO_ONE to != GL_ZERO_TO_ONE, like so
if (ctx->Transform.ClipDepthMode != GL_ZERO_TO_ONE)
dw2 |= GEN6_CLIP_API_D3D;
else
dw2 |= GEN6_CLIP_API_OGL;
it renders in a way that I suspect is correct (though I don't see anything
where the black overlay was?).
The ARB_clip_control spec is pretty clear that
> This extension can be used to render content used in a Direct3D
> application in OpenGL in a straightforward way without modifying vertex or
> matrix data. When rendering into a window, the command
>
> glClipControl(GL_LOWER_LEFT, GL_ZERO_TO_ONE);
so GL_ZERO_TO_ONE corresponds with D3D.
Can you still reproduce this with Talos today? I suspect it might be (have
been?) a game bug and not a driver bug.
If you can still reproduce with the current version of Talos please change the
bug's status to REOPENED and if you cannot to RESOLVED/NOTOURBUG.
[1] https://www.opengl.org/registry/specs/ARB/clip_control.txt
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