https://bugs.freedesktop.org/show_bug.cgi?id=102218
Nicolai Hähnle changed:
What|Removed |Added
Resolution|--- |NOTOURBUG
Status|NEW
https://bugs.freedesktop.org/show_bug.cgi?id=102218
soredake changed:
What|Removed |Added
CC||fds...@krutt.org
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You are receiving this
https://bugs.freedesktop.org/show_bug.cgi?id=102218
--- Comment #6 from Philip Rebohle ---
Thanks for the detailed answer, this does indeed work.
It is exactly as you described, while wine actually does insert barriers
*after* glDispatchCompute, it reads from the same resource that is currently
https://bugs.freedesktop.org/show_bug.cgi?id=102218
--- Comment #5 from Matias N. Goldberg ---
I'm just passing by:
I'm 90% sure this is just a missing barrier before/after compute (which would
indicate a Wine bug).
If you're able to modify wine's source code, try inserting
glMemoryBarrier( GL_
https://bugs.freedesktop.org/show_bug.cgi?id=102218
David Chalmers changed:
What|Removed |Added
CC||a...@affsdiary.com
--- Comment #4 from
https://bugs.freedesktop.org/show_bug.cgi?id=102218
--- Comment #3 from Philip Rebohle ---
I've tried to create a sample program that reproduces the issue, but so far,
the shader that breaks the game actually works correctly in an isolated
environment.
Anyway, in the apitrace, the following se
https://bugs.freedesktop.org/show_bug.cgi?id=102218
Fabian Maurer changed:
What|Removed |Added
See Also||https://bugs.winehq.org/sho
https://bugs.freedesktop.org/show_bug.cgi?id=102218
Bug ID: 102218
Summary: Nier:Automata (through wine) - Bloom too bright
Product: Mesa
Version: git
Hardware: Other
OS: All
Status: NEW
Severity: normal