* [Bug 92309] Box drawn around cursor in multiple 3D games
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--- Comment #1 from acutiator@outlook.com ---
Created attachment 118696
--> https://bugs.freedesktop.org/attachment.cgi?id=118696&action=edit
Natural Selection 2 cursor corruption
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acutiator@outlook.com changed:
What |Removed |Added
----------------------------------------------------------------------------
Attachment #118696|text/plain |image/png
mime type| |
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--- Comment #2 from Michel Dänzer <michel@daenzer.net> ---
Reminds me of bug 91641, which turned out to be a game bug.
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--- Comment #3 from acutiator@outlook.com ---
Indeed looks to be a game specific bug:
http://www.grimrock.net/forum/viewtopic.php?f=12&t=4583
Should I just close this with a NOTOURBUG or what's the procedure?
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--- Comment #4 from acutiator@outlook.com ---
And same for Natural Selection 2:
http://forums.unknownworlds.com/discussion/131798/linux-mouse-cursor-has-a-rectangle-around-it
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--- Comment #5 from acutiator@outlook.com ---
There are 10 people who reported it for Grimrock and 3 in Natural Selection 2,
all but 1 who are running AMD drivers open and closed.
I'd like to use apitrace to look at the texture used for the cursor to confirm
it's a game bug for both of these games, but I can't get apitrace to work with
Steam games for me and the internet is being little help.
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--- Comment #6 from acutiator@outlook.com ---
This is also happening on an HD5770 card (Juniper XT) I have with the R600
driver.
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--- Comment #7 from Kamil Páral <kamil.paral@gmail.com> ---
I see the same problem with Natural Selection 2, Legend of Grimrock, Kingdom
Rush and some other games I already forgot. It's not rare. Attaching
screenshots.
I managed to capture apitrace for all three games (my first time working with
apitrace), the problem is that if I replay them, the cursor is not shown in the
replay. Also when I inspect it using qapitrace, the cursor is now visible in
the thumbnails/screenshots. So I don't know if the traces will be even useful.
The traces are 20MB, 20MB and 70MB, I can temporarily host them somewhere if
needed.
I experimented with some other games (where I see no cursor corruption), and in
some games the cursor is recorded and replayed, in some games it is not. Does
anybody know what the reason is and how to make sure the cursor is included?
My system:
01:00.0 VGA compatible controller [0300]: Advanced Micro Devices, Inc.
[AMD/ATI] Curacao PRO [Radeon R7 370 / R9 270/370 OEM] [1002:6811]
kernel-4.2.3-300.fc23.x86_64
mesa-dri-drivers-11.0.3-1.20151012.fc23.x86_64
xorg-x11-server-Xorg-1.18.0-0.5.20150907.fc23.x86_64
xorg-x11-drv-ati-7.6.0-0.4.20150729git5510cd6.fc23.x86_64
Fedora 23
(In reply to acutiator from comment #5)
> I can't get apitrace to
> work with Steam games for me and the internet is being little help.
This worked for me:
https://github.com/apitrace/apitrace/wiki/Steam
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--- Comment #8 from Kamil Páral <kamil.paral@gmail.com> ---
Created attachment 119183
--> https://bugs.freedesktop.org/attachment.cgi?id=119183&action=edit
Legend of Grimrock cursor corruption
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--- Comment #9 from Kamil Páral <kamil.paral@gmail.com> ---
Created attachment 119184
--> https://bugs.freedesktop.org/attachment.cgi?id=119184&action=edit
Kingdom Rush cursor corruption
The cursor is in upper left corner, the corruption is a bit harder to see
(similar colors).
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--- Comment #10 from Michel Dänzer <michel@daenzer.net> ---
Presumably the cursor isn't captured by apitrace because it's not rendered
using OpenGL but uses the Xcursor* APIs. The artifacts are most likely due to
the cursor image not using proper pre-mulitplied alpha data as expected by
those APIs, which apparently happens to "work" to some degree with other
drivers / hardware.
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--- Comment #11 from Kamil Páral <kamil.paral@gmail.com> ---
Thanks, Michel, that sounds plausible. In that case it seems we can close this
bug and the only thing to do here is to ask the developers to fix their games.
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--- Comment #12 from acutiator@outlook.com ---
I'd like to start contacting these game developers to tell them about the
issue, but I'd like to be quite specific about what they need to do to fix it.
Can anyone provide some more insight on this so I know what to tell them?
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--- Comment #13 from Kamil Páral <kamil.paral@gmail.com> ---
acutiator, thanks in advanced for the effort. I have zero knowledge about all
of this, but this wikipedia article seems to be comprehensible:
https://en.wikipedia.org/wiki/Alpha_compositing
The important part:
~~~~~~~
If an alpha channel is used in an image, it is common to also multiply the
color by the alpha value, to save on additional multiplications during
compositing. This is usually referred to as premultiplied alpha.
Assuming that the pixel color is expressed using straight (non-premultiplied)
RGBA tuples, a pixel value of (0.0, 0.5, 0.0, 0.5) implies a pixel that has 50%
of the maximum green intensity and 50% opacity. If the color were fully green,
its RGBA would be (0, 1, 0, 0.5).
However, if this pixel uses premultiplied alpha, all of the RGB values (0, 1,
0) are multiplied by 0.5 and then the alpha is appended to the end to yield (0,
0.5, 0, 0.5). In this case, the 0.5 value for the G channel actually indicates
100% green intensity (with 50% opacity). For this reason, knowing whether a
file uses premultiplied or straight alpha is essential to correctly process or
composite it.
~~~~~~~
I've also found the following howtos when searching for this:
http://www.gamedev.net/topic/623481-how-to-create-pre-multiplied-alpha-for-use-with-opengl/
http://blog.qythyx.com/2014/01/premultiplied-alpha.html
Hope that helps a bit. You might wait a while whether someone more
knowledgeable gives you a better advice.
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--- Comment #14 from Michel Dänzer <michel@daenzer.net> ---
Kamil is spot on.
In particular, this means that the only way to encode a fully transparent pixel
with premultiplied alpha is using (0, 0, 0, 0). Which is obviously not the case
for the cursors on the attached screenshots, so those cursors don't use valid
premultiplied alpha encoding.
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--- Comment #15 from acutiator@outlook.com ---
Based on what you said, I would think that it should be possible to detect when
an invalid pre-multiplied alpha bitmap is in use. Is that true in all
circumstances or is there more nuance to that? If it is true, I would think
it'd be worth correcting for this error on the library side, though the problem
is actually in the games.
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--- Comment #16 from Alex Deucher <alexdeucher@gmail.com> ---
(In reply to acutiator from comment #15)
> Based on what you said, I would think that it should be possible to detect
> when an invalid pre-multiplied alpha bitmap is in use. Is that true in all
> circumstances or is there more nuance to that? If it is true, I would think
> it'd be worth correcting for this error on the library side, though the
> problem is actually in the games.
How would the xserver know what the game intends in the cursor image?
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--- Comment #17 from acutiator@outlook.com ---
> How would the xserver know what the game intends in the cursor image?
This is what I'm asking you, actually. I don't know if it's possible. I'm
asking if it is. From what I understand based on the comments by Michel and
Kamil it sounds like it should be possible. So I wanted to clarify on whether
or not it is. The comment about a (0,0,0,0) pixel being a clear indicator that
something is wrong is what triggered my question. If it can be clearly detected
that it's a premultiplied alpha, even when the program doesn't indicate this, I
would think that should be implemented. Now the question is if that can be
easily detected without human intervention. But based on your question to me it
doesn't sound like it is. Is that correct?
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^ permalink raw reply [flat|nested] 23+ messages in thread* [Bug 92309] Box drawn around cursor in multiple 3D games
2015-10-06 2:16 [Bug 92309] Box drawn around cursor in multiple 3D games bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=92309
--- Comment #18 from Alex Deucher <alexdeucher@gmail.com> ---
(In reply to acutiator from comment #17)
> This is what I'm asking you, actually. I don't know if it's possible. I'm
> asking if it is. From what I understand based on the comments by Michel and
> Kamil it sounds like it should be possible. So I wanted to clarify on
> whether or not it is. The comment about a (0,0,0,0) pixel being a clear
> indicator that something is wrong is what triggered my question. If it can
> be clearly detected that it's a premultiplied alpha, even when the program
> doesn't indicate this, I would think that should be implemented. Now the
> question is if that can be easily detected without human intervention. But
> based on your question to me it doesn't sound like it is. Is that correct?
Correct. I don't think it's possible. We just get the raw image. How do you
determine the indent of a specific pixel based on the pixel value? Did the
provider intend it to be clear or did they indent it to be some specific color?
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^ permalink raw reply [flat|nested] 23+ messages in thread* [Bug 92309] Box drawn around cursor in multiple 3D games
2015-10-06 2:16 [Bug 92309] Box drawn around cursor in multiple 3D games bugzilla-daemon
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From: bugzilla-daemon @ 2015-12-02 17:16 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=92309
--- Comment #19 from Kamil Páral <kamil.paral@gmail.com> ---
I believe you can automatically detect invalid input in some cases. If you
receive an image in which R or G or B value is higher than A value, for any
available pixel, you can be certain that the image does not have premultiplied
alpha but straight alpha (this situation can never happen with premultiplied
alpha, by definition). You can then assume a developer mistake and "fix" the
image automatically. It might even resolve most of the usual cursor-related
mistakes (we can clearly see colored boxes, while it's expected to be
transparent, so those images have RGB>A for some pixels).
However, this has downsides as well. It does not cover all cases (for images
where all RGB are lower or equal to their respective A, you can't decide
whether it is premultiplied or straight). The automatic detection and
conversion might involve some performance hit. And it might not be a good API
design, because trying to be overly helpful often leads to lowered
predictability and more difficult debugging. But that would be someone else's
call.
I might also be talking utter nonsense because I have no expertise in graphics.
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^ permalink raw reply [flat|nested] 23+ messages in thread* [Bug 92309] Box drawn around cursor in multiple 3D games
2015-10-06 2:16 [Bug 92309] Box drawn around cursor in multiple 3D games bugzilla-daemon
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From: bugzilla-daemon @ 2016-07-15 14:03 UTC (permalink / raw)
To: dri-devel
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https://bugs.freedesktop.org/show_bug.cgi?id=92309
ajax at nwnk dot net <ajax@nwnk.net> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|NEW |RESOLVED
Resolution|--- |FIXED
--- Comment #20 from ajax at nwnk dot net <ajax@nwnk.net> ---
commit 401a8d6e1379133863e3271374dc21850d0d3cab
Author: Michel Dänzer <michel.daenzer@amd.com>
Date: Tue Jun 28 17:22:47 2016 +0900
dix: Work around non-premultiplied ARGB cursor data
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https://bugs.freedesktop.org/show_bug.cgi?id=92309
--- Comment #21 from Kamil Páral <kamil.paral@gmail.com> ---
Thanks, Michel and Adam.
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