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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Can't see borders/empires in Stellaris"
href="https://bugs.freedesktop.org/show_bug.cgi?id=98974#c11">Comment # 11</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Can't see borders/empires in Stellaris"
href="https://bugs.freedesktop.org/show_bug.cgi?id=98974">bug 98974</a>
from <span class="vcard"><a class="email" href="mailto:andy641@gmx.at" title="andy641@gmx.at">andy641@gmx.at</a>
</span></b>
<pre>Comment on <span class=""><a href="attachment.cgi?id=131158" name="attach_131158" title="Patch for r600 GPUs">attachment 131158</a> <a href="attachment.cgi?id=131158&action=edit" title="Patch for r600 GPUs">[details]</a></span> <a href='page.cgi?id=splinter.html&bug=98974&attachment=131158'>[review]</a>
Patch for r600 GPUs
I have written a mod for the game Stellaris, which seems to fix this problem
for AMD GPUs that use the r600 driver.
<a href="http://steamcommunity.com/sharedfiles/filedetails/?id=907468268">http://steamcommunity.com/sharedfiles/filedetails/?id=907468268</a>
The mod changes the pixel shader that creates the border. I simply manually
unrolled a loop and turned a function into a macro. There are no functional
differences and these changes should make no difference in the resulting code,
yet they make the shader work.
I don't know why it works and I am not an expert in this stuff, but I think
there could be a bug in the GLSL compiler. Maybe the register allocator messes
something up and manually unrolling the loop fixes it.</pre>
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