From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 34218] [r300g] Unigine Sanctuary: some surfaces are reflecting
too much light
Date: Tue, 30 Aug 2011 05:58:19 -0700 (PDT)
Message-ID: <20110830125819.459361300AC@annarchy.freedesktop.org>
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https://bugs.freedesktop.org/show_bug.cgi?id=34218
--- Comment #9 from Henri Verbeet 2011-08-30 05:58:18 PDT ---
(In reply to comment #8)
> around this and llvmpipe is not affected at all. CCing Henri, maybe he can
> bring some light about what his change did to uncover this bug in r300g
> compiler.
I'm afraid I won't have a lot of insights to contribute here. That commit just
disabled an optimization in some cases where it wasn't safe to do. I suppose it
may be interesting to see if disabling the entire else-if block that patch
touches makes it better or worse. Bryan Cain is much more familiar with the
glsl-to-tgsi code than I am though.
The typical way to debug things like this is to figure out which shader is
responsible for drawing the geometry in question, using something like apitrace
or your own debug hacks, and then comparing the GLSL with what gets sent to
hardware (and any intermediates).
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