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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - Nier:Automata (through wine) - Bloom too bright"
href="https://bugs.freedesktop.org/show_bug.cgi?id=102218#c3">Comment # 3</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - Nier:Automata (through wine) - Bloom too bright"
href="https://bugs.freedesktop.org/show_bug.cgi?id=102218">bug 102218</a>
from <span class="vcard"><a class="email" href="mailto:philip.rebohle@tu-dortmund.de" title="Philip Rebohle <philip.rebohle@tu-dortmund.de>"> <span class="fn">Philip Rebohle</span></a>
</span></b>
<pre>I've tried to create a sample program that reproduces the issue, but so far,
the shader that breaks the game actually works correctly in an isolated
environment.
Anyway, in the apitrace, the following sequence of dispatch/draw calls is
involved:
glDispatchCompute(13,7,1):
This invokes the misbehaving compute shader.
glDispatchCompute(1,1,1):
Processes the output of that compute shader, computes the actual average
brightness of the image and mixes it with the average brightness of the
previous frame.
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4):
Uses the output of the previous compute shader to render the (more or less)
final image.
My system specs:
- Arch Linux 64-bit
- AMD RX 480
- Linux 4.12.6
- Mesa 17.1.6 (tested with mesa-git as well, same issue)
- LLVM 4.0.1
I haven't succeeded in building mesa-git against LLVM 5.0rc2.</pre>
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