VReaperV
VReaperV
Anyway, I think it's just a driver bug.
It might that the driver recognises that the depth map handle is in the buffer (which is interfaced in all shaders) and that breaks `glTextureBarrier()`.
Actually no, there *is* a missing texture barrier, before depthtile.
Added a fix for that now.
I see. One more possible workaround is to special-case the depth map, so it never goes into the buffer on AMD + Mesa.
> I still get this with bindless textures > >  I added a workaround for AMD/Mesa.
CI failure is unrelated.
> Now there is a weird bug where polygons with depth fade are drawn back-faced or with reverse culling. So for example rifle smoke and acid tube acid are invisible....
Hmm, I don't think I touched any of the related code anytime recently.
I would also be surprised if this depends on the map because AFAIK that code is only used for 2D drawing, so things like UI.