From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 103544] Graphical glitches r600 in game this war of mine linux native Date: Sat, 04 Nov 2017 06:00:07 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1257627748==" Return-path: Received: from culpepper.freedesktop.org (culpepper.freedesktop.org [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id BB41E6E008 for ; Sat, 4 Nov 2017 06:00:06 +0000 (UTC) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Errors-To: dri-devel-bounces@lists.freedesktop.org Sender: "dri-devel" To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============1257627748== Content-Type: multipart/alternative; boundary="15097752060.87a8E.22329"; charset="UTF-8" --15097752060.87a8E.22329 Date: Sat, 4 Nov 2017 06:00:06 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated https://bugs.freedesktop.org/show_bug.cgi?id=3D103544 --- Comment #7 from Roland Scheidegger --- (In reply to Ilia Mirkin from comment #6) > The main difference between IEEE and non-IEEE is whether 0 * infinity =3D= 0 or > NaN. IEEE makes it mean NaN. DX9 behavior is 0. I added a flag to be used= by > st/nine to enable the DX9 behavior optionally, but leave the IEEE behavior > for GLSL. (There was some additional desire to expose that in a GL ext for > WINE to use, but it got shot down pretty quickly.) >=20 > Perhaps there are other changes from using the IEEE instruction variants, > e.g. denorms, which would be undesirable. I was never too familiar with t= he > R600 ISA. I don't think these chips can do denorms at all. I quickly looked at some trace, and indeed it looks like NaNs popping up in some RT (which has a rgba16f format), and in that case it will then show as black in the final output later. I could not figure out what fragment shader is responsible for it, the NaNs= are always surrounded by pixels which are all black (hence making them indistinguishable in qapitrace visually), plus that texture which gets the = NaNs is also blitted to from other textures via glBlitFramebuffer, which also already has NaNs and so on, and I didn't invest all that much time... I guess though the question is why other mesa drivers render it correctly a= nd how they avoid the NaNs if they also use ieee conformant behavior (if they actually render it correctly...). --=20 You are receiving this mail because: You are the assignee for the bug.= --15097752060.87a8E.22329 Date: Sat, 4 Nov 2017 06:00:06 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable X-Bugzilla-URL: http://bugs.freedesktop.org/ Auto-Submitted: auto-generated

Commen= t # 7 on bug 10354= 4 from Roland Scheidegger
(In reply to Ilia Mirkin from comment #6)
> The main difference between IEEE and non-IEEE is=
 whether 0 * infinity =3D 0 or
> NaN. IEEE makes it mean NaN. DX9 behavior is 0. I added a flag to be u=
sed by
> st/nine to enable the DX9 behavior optionally, but leave the IEEE beha=
vior
> for GLSL. (There was some additional desire to expose that in a GL ext=
 for
> WINE to use, but it got shot down pretty quickly.)
>=20
> Perhaps there are other changes from using the IEEE instruction varian=
ts,
> e.g. denorms, which would be undesirable. I was never too familiar wit=
h the
> R600 ISA.

I don't think these chips can do denorms at all.
I quickly looked at some trace, and indeed it looks like NaNs popping up in
some RT (which has a rgba16f format), and in that case it will then show as
black in the final output later.
I could not figure out what fragment shader is responsible for it, the NaNs=
 are
always surrounded by pixels which are all black (hence making them
indistinguishable in qapitrace visually), plus that texture which gets the =
NaNs
is also blitted to from other textures via glBlitFramebuffer, which also
already has NaNs and so on, and I didn't invest all that much time...
I guess though the question is why other mesa drivers render it correctly a=
nd
how they avoid the NaNs if they also use ieee conformant behavior (if they
actually render it correctly...).


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