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<b><a class="bz_bug_link
bz_status_NEW "
title="NEW - dark lines visual corruption in ground texture with Heroes of the Storm DXVK [supposedly LLVM bug]"
href="https://bugs.freedesktop.org/show_bug.cgi?id=109394#c6">Comment # 6</a>
on <a class="bz_bug_link
bz_status_NEW "
title="NEW - dark lines visual corruption in ground texture with Heroes of the Storm DXVK [supposedly LLVM bug]"
href="https://bugs.freedesktop.org/show_bug.cgi?id=109394">bug 109394</a>
from <span class="vcard"><a class="email" href="mailto:pendingchaos02+fdobugzilla@gmail.com" title="Rhys Perry <pendingchaos02+fdobugzilla@gmail.com>"> <span class="fn">Rhys Perry</span></a>
</span></b>
<pre>I think this is a game bug: it's using implicit derivatives when sampling
textures in non-uniform control flow. In the GLSL and SPIR-V spec, the results
are undefined. I think it's the same with HLSL.
Since the control flow is non-uniform and (IIRC) LLVM seems to move the
operations creating the texture coordinates into it, I think it's causing
discontinuities and messing up the LOD calculation.</pre>
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