[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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