* [Bug 28363] [r600c, kms, tiling] shadows wrong in doom3
2010-06-03 0:39 [Bug 28363] New: [r600c, kms, tiling] shadows wrong in doom3 bugzilla-daemon
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From: bugzilla-daemon @ 2010-06-03 0:39 UTC (permalink / raw)
To: dri-devel
https://bugs.freedesktop.org/show_bug.cgi?id=28363
--- Comment #1 from Tobias Jakobi <liquid.acid@gmx.net> 2010-06-02 17:39:52 PDT ---
Forgot to mention my hardware:
01:00.0 VGA compatible controller: ATI Technologies Inc Radeon HD 4770 [RV740]
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^ permalink raw reply [flat|nested] 9+ messages in thread* [Bug 28363] [r600c, kms, tiling] shadows wrong in doom3
2010-06-03 0:39 [Bug 28363] New: [r600c, kms, tiling] shadows wrong in doom3 bugzilla-daemon
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From: bugzilla-daemon @ 2010-06-03 4:52 UTC (permalink / raw)
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--- Comment #2 from Alex Deucher <agd5f@yahoo.com> 2010-06-02 21:52:01 PDT ---
Are you saying this is a regression with the tiling patches? Does it render
correctly without the tiling patches? Also, make sure you have the drm patch
in bug 28327.
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^ permalink raw reply [flat|nested] 9+ messages in thread* [Bug 28363] [r600c, kms, tiling] shadows wrong in doom3
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From: bugzilla-daemon @ 2010-06-03 9:51 UTC (permalink / raw)
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--- Comment #3 from Andy Furniss <lists@andyfurniss.entadsl.com> 2010-06-03 02:51:26 PDT ---
(In reply to comment #2)
> Are you saying this is a regression with the tiling patches? Does it render
> correctly without the tiling patches? Also, make sure you have the drm patch
> in bug 28327.
Not a regression for me - doom 3 demo has never rendered shadows properly as
long as I have been testing rv670. I thought it was a known issue and would
maybe get better when shadowtex starts working.
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From: bugzilla-daemon @ 2010-06-03 14:05 UTC (permalink / raw)
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--- Comment #4 from Tobias Jakobi <liquid.acid@gmx.net> 2010-06-03 07:05:48 PDT ---
(In reply to comment #2)
> Are you saying this is a regression with the tiling patches? Does it render
> correctly without the tiling patches? Also, make sure you have the drm patch
> in bug 28327.
No, no - like Andy wrote this is no regression introduced by the tiling
patches. The shadows are even wrong without tiling, but of course performance
is worse then.
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From: bugzilla-daemon @ 2010-06-03 15:22 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=28363
Alex Deucher <agd5f@yahoo.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Summary|[r600c, kms, tiling] |[r600c, kms] shadows wrong
|shadows wrong in doom3 |in doom3
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From: bugzilla-daemon @ 2010-06-03 15:23 UTC (permalink / raw)
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--- Comment #5 from Alex Deucher <agd5f@yahoo.com> 2010-06-03 08:23:06 PDT ---
Ok, updating the topic appropriately.
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From: bugzilla-daemon @ 2010-06-03 15:28 UTC (permalink / raw)
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--- Comment #6 from Tobias Jakobi <liquid.acid@gmx.net> 2010-06-03 08:28:23 PDT ---
Ok, sry - I see now, adding 'tiling' to the description was of course confusing
:)
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^ permalink raw reply [flat|nested] 9+ messages in thread* [Bug 28363] [r600c, kms] shadows wrong in doom3
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From: bugzilla-daemon @ 2010-06-03 19:39 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=28363
Andre Maasikas <amaasikas@gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Product|DRI |Mesa
Version|XOrg CVS |git
Component|DRM/Radeon |Mesa core
AssignedTo|dri-devel@lists.freedesktop |mesa-dev@lists.freedesktop.
|.org |org
--- Comment #7 from Andre Maasikas <amaasikas@gmail.com> 2010-06-03 12:39:00 PDT ---
I looked it a while back and if i remember correctly this went like:
Doom uses ext_stencil_two_side if available
There's 2 back stencil states:
1 opengl 2.0
2 ext_stencil_two_side
Mesa sets ctx->Stencil._BackFace to 2 if GL_STENCIL_TEST_TWO_SIDE_EXT
is enabled and to 1 otherwise - this is what r600 and also intel? uses
Doom3 does some stencil setup while
GL_STENCIL_TEST_TWO_SIDE_EXT disabled and the driver uses wrong values then
The spec is imho also inconclusive but i read it as
GL_STENCIL_TEST_TWO_SIDE_EXT
should be 'tested' at rendering time and you can set up backface stencil state
(via glActiveStencilFaceEXT) while this enable is not (yet) set.
2 options, use ctx->Stencil.ActiveFace in driver as in stencil.c
or set ctx->Stencil._BackFace also to 2 in _mesa_ActiveStencilFaceEXT()
I'm setting this to core mesa for comments
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