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authorIllia Polishchuk <illia.a.polishchuk@globallogic.com>2022-09-13 12:22:33 +0300
committerMarge Bot <emma+marge@anholt.net>2022-09-19 10:08:48 +0000
commit74658b01d2281c34988d589a2ac1861cbbba6b96 (patch)
tree1f1c5cb05d8fa5541cb8ca700eed77d4fb894c51 /subprojects
parentdedd8affd82aaec4b1c2c4ac01fe60e58fe16ce9 (diff)
downloadmesa-74658b01d2281c34988d589a2ac1861cbbba6b96.tar.gz
driconf/Intel: Add lower_depth_range_rate option workaround for Homerun Clash misrendering issue
Intel has different Z interpolation float point rounding than other mesa gpus For example gl_Position.z = 0.0 will be interpolated to gl_FragCoord.z = 0.5 for all gpus gl_FragCoord = -0.00000001 will be interpolated to gl_FragCoord.z = 0.4999999702 for Intel and rounded to gl_FragCoord.z = 0.5 for other gpus Games with LEQUAL depth func will fail depth test on Intel and will pass it on other gpus in such case This workaround lowers translated depth range and several gl_FragCoord.z coords with extra small difference will be translated to the same UINT16\UINT24\UINT32 value of an integer depth buffer Closes: https://gitlab.freedesktop.org/mesa/mesa/-/issues/7199 Signed-off-by: Illia Polishchuk <illia.a.polishchuk@globallogic.com> Reviewed-by: Tapani Pälli <tapani.palli@intel.com> Part-of: <https://gitlab.freedesktop.org/mesa/mesa/-/merge_requests/18412>
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