* [Bug 83510] New: Graphical glitches in Unreal Engine 4
@ 2014-09-04 19:47 bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=83510
Priority: medium
Bug ID: 83510
Assignee: dri-devel@lists.freedesktop.org
Summary: Graphical glitches in Unreal Engine 4
Severity: normal
Classification: Unclassified
OS: Linux (All)
Reporter: geecko.dev@free.fr
Hardware: Other
Status: NEW
Version: git
Component: Drivers/Gallium/radeonsi
Product: Mesa
While all the Linux demos are now running fine, there is some rendering errors
left.
- Some objects are blurred. It looks like motion blur on objects that don't
need it, like cameras, characters or weapons. You can see it in the Elemental
Demo or Shooter Game demo.
- Some pixels turn black when the camera is static, very noticeable on the sky
box in the Mobile Game demo.
- It seems that the lighting is too dark in some scenes, can be seen in the
Realistic Rendering demo or the Shooter Game demo with the Sanctuary map.
HD 7950, mesa-git and llvm-svn on latest Arch Linux.
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* [Bug 83510] Graphical glitches in Unreal Engine 4
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--- Comment #1 from Clément Guérin <geecko.dev@free.fr> ---
Created attachment 105764
--> https://bugs.freedesktop.org/attachment.cgi?id=105764&action=edit
Motion blur glitch in Shooter Game
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* [Bug 83510] Graphical glitches in Unreal Engine 4
2014-09-04 19:47 [Bug 83510] New: Graphical glitches in Unreal Engine 4 bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=83510
--- Comment #2 from Clément Guérin <geecko.dev@free.fr> ---
Created attachment 105765
--> https://bugs.freedesktop.org/attachment.cgi?id=105765&action=edit
Black pixel glitch in Stylized demo
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* [Bug 83510] Graphical glitches in Unreal Engine 4
2014-09-04 19:47 [Bug 83510] New: Graphical glitches in Unreal Engine 4 bugzilla-daemon
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--- Comment #3 from Clément Guérin <geecko.dev@free.fr> ---
Created attachment 105766
--> https://bugs.freedesktop.org/attachment.cgi?id=105766&action=edit
Black pixel glitch in Mobile Game demo
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* [Bug 83510] Graphical glitches in Unreal Engine 4
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--- Comment #4 from Clément Guérin <geecko.dev@free.fr> ---
Created attachment 105767
--> https://bugs.freedesktop.org/attachment.cgi?id=105767&action=edit
Black pixel + low light glitch in Realistic Rendering demo
Should look like this: https://www.youtube.com/watch?v=3AAf_2vry8A
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--- Comment #5 from Maciej <gutigen@outlook.com> ---
Can confirm, same thing on Cape Verde (7770) with 3.16.1 and latest mesa on
Ubuntu 14.10.
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https://bugs.freedesktop.org/show_bug.cgi?id=83510
Christoph Haag <haagch@frickel.club> changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |haagch@frickel.club
--- Comment #6 from Christoph Haag <haagch@frickel.club> ---
HD 7970M pitcairn here.
On an early unreal tournament pre-alpha build I had these artifacts very
extremely:
https://www.youtube.com/watch?v=mjbANgbIR6o
In a new build they are reduced, but it still happens:
https://www.youtube.com/watch?v=J4yT2cUXMcw
Here is another Video from another user with a HD 7790M:
https://www.youtube.com/watch?v=0-zlT93DdyU
When you are talking about motion blur on cameras, are you talking about the
glitch you can see in this video? https://www.youtube.com/watch?v=lkDLlCEBKPA
This happened a while ago and it does not happen anymore. I think at least for
me this is fixed.
But I think my Realistic Rendering demo is still too dark too.
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--- Comment #7 from Christoph Haag <haagch@frickel.club> ---
I think in the new "Lightroom Interior" the blackness glitch is visible in a
more interesting way:
https://www.youtube.com/watch?v=R9N-srsF_Fg
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--- Comment #8 from Marek Olšák <maraeo@gmail.com> ---
(In reply to Christoph Haag from comment #7)
> I think in the new "Lightroom Interior" the blackness glitch is visible in a
> more interesting way:
> https://www.youtube.com/watch?v=R9N-srsF_Fg
I think I've tracked down what's causing the blackness in all Unreal Engine
demos: Division by zero.
There are several options to fix this:
1) Use V_RCP_LEGACY_F32 instead of V_RCP_F32 (not available on Tonga and later
chips).
2) Emulate V_RCP_LEGACY_F32(x) using (x != 0 ? 1/x : 0). This can be done in
Mesa or LLVM. For LLVM, a new intrinsic rcp.legacy needs to be added.
3) Disable lowering DIV_TO_MUL_RCP in glsl-to-tgsi and see what happens. Not
sure if this will change anything, but at least LLVM doesn't need the lowering
and we might need to do the same workaround for TGSI_OPCODE_DIV.
I've implemented (2) in Mesa and it fixes the Lightroom Interior demo. I'm not
sure if that's the best solution.
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--- Comment #9 from Henri Verbeet <hverbeet@gmail.com> ---
(In reply to Marek Olšák from comment #8)
> (In reply to Christoph Haag from comment #7)
> > I think in the new "Lightroom Interior" the blackness glitch is visible in a
> > more interesting way:
> > https://www.youtube.com/watch?v=R9N-srsF_Fg
>
> I think I've tracked down what's causing the blackness in all Unreal Engine
> demos: Division by zero.
>
I didn't debug this of course, but it seems suspicious that this would depend
on division be zero returning zero instead of infinity. I don't think any other
driver for current hardware does that with GLSL. Are you sure there's not a
subsequent multiplication by zero that depends on INF * 0 returning 0 instead
of NAN?
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--- Comment #10 from Marek Olšák <maraeo@gmail.com> ---
(In reply to Henri Verbeet from comment #9)
> (In reply to Marek Olšák from comment #8)
> > (In reply to Christoph Haag from comment #7)
> > > I think in the new "Lightroom Interior" the blackness glitch is visible in a
> > > more interesting way:
> > > https://www.youtube.com/watch?v=R9N-srsF_Fg
> >
> > I think I've tracked down what's causing the blackness in all Unreal Engine
> > demos: Division by zero.
> >
> I didn't debug this of course, but it seems suspicious that this would
> depend on division be zero returning zero instead of infinity. I don't think
> any other driver for current hardware does that with GLSL. Are you sure
> there's not a subsequent multiplication by zero that depends on INF * 0
> returning 0 instead of NAN?
Yes, that's possible. However, some internal documents suggest that Catalyst
always uses the standard IEEE version of MUL. There are also alternative
opcodes for RSQ, RCP and LOG that don't generate NaNs and Infs, which can be
used instead. You can certainly choose which behavior you want on a
case-by-case basis. Sometimes you want 0 instead of NaN, other times you want 0
or FLT_MAX instead of Inf. The hardware has RSQ and RCP opcodes that do that.
However, Tonga and later hardware doesn't have the legacy dx9 opcodes for MUL,
MAD, RCP, RSQ, and LOG and they must be emulated with a comparison (or
V_CLASS_F32 that returns whether it's NaN/+-Inf/Denorm/+-0/etc) + conditional
assignment. It's better to do the conditional assignment after every RCP than
after every MUL.
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* [Bug 83510] Graphical glitches in Unreal Engine 4
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--- Comment #11 from Henri Verbeet <hverbeet@gmail.com> ---
(In reply to Marek Olšák from comment #10)
> However, Tonga and later hardware doesn't have the legacy dx9 opcodes for
> MUL, MAD, RCP, RSQ, and LOG and they must be emulated with a comparison (or
> V_CLASS_F32 that returns whether it's NaN/+-Inf/Denorm/+-0/etc) +
> conditional assignment. It's better to do the conditional assignment after
> every RCP than after every MUL.
Interesting, I wonder how that works out for Direct3D 9 applications. I don't
suppose there's a global switch instead like (at least some) Intel and NVIDIA
hardware has?
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--- Comment #12 from Clément Guérin <geecko.dev@free.fr> ---
I just upgraded mesa-git with the NaN fix.
Black pixel and motion blur glitches are gone. Nice work!
Low lighting glitch is still here. "can be seen in the Realistic Rendering demo
or the Shooter Game demo with the Sanctuary map"
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--- Comment #13 from Michel Dänzer <michel@daenzer.net> ---
(In reply to Clément Guérin from comment #12)
> Low lighting glitch is still here. "can be seen in the Realistic Rendering
> demo or the Shooter Game demo with the Sanctuary map"
Make sure you use the current versions of the demos. I was seeing the darkness
in the first version of the Realistic Rendering demo, but it's fixed with the
current version, and Shooter Game looks fine as well.
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--- Comment #14 from Clément Guérin <geecko.dev@free.fr> ---
(In reply to Michel Dänzer from comment #13)
> Make sure you use the current versions of the demos. I was seeing the
> darkness in the first version of the Realistic Rendering demo, but it's
> fixed with the current version, and Shooter Game looks fine as well.
It's great if latest versions of Unreal Engine don't have this issue, but it
also means it's not exposing a potential driver bug anymore. This could show up
later :(
If anyone else can confirm it's fixed, I think we can close this bug report.
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--- Comment #15 from Daniel Scharrer <daniel@constexpr.org> ---
FWIW, Shooter Game, Realistic Rendering Demo and Light Room Interior Day Demo
all look fine to me now with a Radeon HD 7950 and recent Mesa and LLVM
snapshots.
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@ 2015-01-16 14:01 ` bugzilla-daemon
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From: bugzilla-daemon @ 2015-01-16 14:01 UTC (permalink / raw)
To: dri-devel
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https://bugs.freedesktop.org/show_bug.cgi?id=83510
Marek Olšák <maraeo@gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |FIXED
--- Comment #16 from Marek Olšák <maraeo@gmail.com> ---
(In reply to Henri Verbeet from comment #11)
> (In reply to Marek Olšák from comment #10)
> > However, Tonga and later hardware doesn't have the legacy dx9 opcodes for
> > MUL, MAD, RCP, RSQ, and LOG and they must be emulated with a comparison (or
> > V_CLASS_F32 that returns whether it's NaN/+-Inf/Denorm/+-0/etc) +
> > conditional assignment. It's better to do the conditional assignment after
> > every RCP than after every MUL.
>
> Interesting, I wonder how that works out for Direct3D 9 applications. I
> don't suppose there's a global switch instead like (at least some) Intel and
> NVIDIA hardware has?
Yes, there is. See the commit.
Fixed by Mesa commit 2150db4d5daad3781876254d2b440367afd756cd. Closing.
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