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            <b><a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - radv: OpControlBarrier does not always work correctly (bisected)"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=107460#c2">Comment # 2</a>
              on <a class="bz_bug_link 
          bz_status_NEW "
   title="NEW - radv: OpControlBarrier does not always work correctly (bisected)"
   href="https://bugs.freedesktop.org/show_bug.cgi?id=107460">bug 107460</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>Created <span class=""><a href="attachment.cgi?id=141081" name="attach_141081" title="Screenshot that shows the issue">attachment 141081</a> <a href="attachment.cgi?id=141081&action=edit" title="Screenshot that shows the issue">[details]</a></span>
Screenshot that shows the issue

Here's a screenshot. Basically, the water geometry is extremely messed up and
the game renders randomly flickering garbage.

Please note that I implemented the OpMemoryBarrier workaround in DXVK 0.64, so
this can only be reproduced with 0.63.</pre>
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