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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - [DXVK] MSAA reflections are broken in GTA V"
href="https://bugs.freedesktop.org/show_bug.cgi?id=107786#c1">Comment # 1</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - [DXVK] MSAA reflections are broken in GTA V"
href="https://bugs.freedesktop.org/show_bug.cgi?id=107786">bug 107786</a>
from <span class="vcard"><a class="email" href="mailto:libcg@protonmail.com" title="Clément Guérin <libcg@protonmail.com>"> <span class="fn">Clément Guérin</span></a>
</span></b>
<pre>Here's an renderdoc capture:
<a href="https://mega.nz/#!WK5HlAKQ!g77NnAuH_XmeR20i2IXjTUSG2NDDiFy86b6cqVU8ACI">https://mega.nz/#!WK5HlAKQ!g77NnAuH_XmeR20i2IXjTUSG2NDDiFy86b6cqVU8ACI</a>
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.</pre>
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