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author | Illia Polishchuk <illia.a.polishchuk@globallogic.com> | 2022-09-13 12:22:33 +0300 |
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committer | Marge Bot <emma+marge@anholt.net> | 2022-09-19 10:08:48 +0000 |
commit | 74658b01d2281c34988d589a2ac1861cbbba6b96 (patch) | |
tree | 1f1c5cb05d8fa5541cb8ca700eed77d4fb894c51 /subprojects | |
parent | dedd8affd82aaec4b1c2c4ac01fe60e58fe16ce9 (diff) | |
download | mesa-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>
Diffstat (limited to 'subprojects')
0 files changed, 0 insertions, 0 deletions