[Mesa-dev] [PATCH 0/5] Gallium: Passing drirc options to create_screen() and fixing Rocket League

Timothee Besset ttimo at ttimo.net
Wed Jun 21 13:34:07 UTC 2017


On Wed, Jun 21, 2017 at 4:50 AM, Samuel Pitoiset <samuel.pitoiset at gmail.com>
wrote:

>
>
> On 06/21/2017 11:48 AM, Marek Olšák wrote:
>
>>
>>
>> On Jun 21, 2017 8:46 AM, "Samuel Pitoiset" <samuel.pitoiset at gmail.com
>> <mailto:samuel.pitoiset at gmail.com>> wrote:
>>
>>     Can't this be fixed at game level?
>>
>
> We should ask TTimo about this, it would be much better to fix the game
> instead.
>

The shaders are not handcrafted, the behavior that Marek's patch enables is
likely the default assumption of UE3's shader authoring tools. For better
or worse this is also how the NVidia drivers behave.

I think Marek's fix is the best solution. This is likely to show up in
other UE3 products so the flag makes sense.

TTimo


>
>
>>
>> No without rewriting some of its shaders.
>>
>> Marek
>>
>>
>>
>>     On 06/21/2017 12:54 AM, Marek Olšák wrote:
>>
>>         Hi,
>>
>>         This series updates pipe loaders so that flags such as drirc
>> options
>>         can be passed to create_screen(). I have compile-tested everything
>>         except clover.
>>
>>         The first pipe_screen flag is a drirc option to fix incorrect
>> grass
>>         rendering in Rocket League for radeonsi. Rocket League expects
>>         DirectX
>>         behavior for partial derivative computations after discard/kill,
>> but
>>         radeonsi implements the more efficient but stricter OpenGL
>> behavior
>>         and that will remain our default behavior. The new screen flag
>>         forces
>>         radeonsi to use the DX behavior for that game.
>>
>>         Please review.
>>
>>         Thanks,
>>         Marek
>>         _______________________________________________
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>>         <https://lists.freedesktop.org/mailman/listinfo/mesa-dev>
>>
>>
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