[Mesa-dev] [PATCH 0/5] Gallium: Passing drirc options to create_screen() and fixing Rocket League
Samuel Pitoiset
samuel.pitoiset at gmail.com
Thu Jun 22 08:40:05 UTC 2017
On 06/21/2017 03:34 PM, Timothee Besset wrote:
>
>
> On Wed, Jun 21, 2017 at 4:50 AM, Samuel Pitoiset
> <samuel.pitoiset at gmail.com <mailto: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>
> <mailto: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.
Okay, thanks for your answer.
This solution looks good to me then.
>
> 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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