[Mesa-dev] [Bug 107786] [DXVK] MSAA reflections are broken in GTA V

bugzilla-daemon at freedesktop.org bugzilla-daemon at freedesktop.org
Mon Sep 3 05:47:39 UTC 2018


https://bugs.freedesktop.org/show_bug.cgi?id=107786

--- Comment #1 from Clément Guérin <libcg at protonmail.com> ---
Here's an renderdoc capture:
https://mega.nz/#!WK5HlAKQ!g77NnAuH_XmeR20i2IXjTUSG2NDDiFy86b6cqVU8ACI

The game creates an environment cubemap in Colour Pass #3. Each face of the
cube is rendered to a single texture, then copied to a cubemap. When MSAA is
disabled, vkCmdCopyImage is used and works fine. When MSAA is enabled,
vkCmdResolveImage is used but it doesn't seem to take into account
`dstSubresource->baseArrayLayer`, resulting in each texture being copied to the
X+ face of the cubemap (layer 0), generating a corrupted cubemap.

-- 
You are receiving this mail because:
You are the QA Contact for the bug.
You are the assignee for the bug.
-------------- next part --------------
An HTML attachment was scrubbed...
URL: <https://lists.freedesktop.org/archives/mesa-dev/attachments/20180903/575a4f01/attachment.html>


More information about the mesa-dev mailing list