From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 66067] Trine 2's fragment normal buffer is mixtextured on Radeon HD 6770 (Juniper) Date: Tue, 17 Sep 2013 23:25:00 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0106398883==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 4F310E73C6 for ; Tue, 17 Sep 2013 16:25:00 -0700 (PDT) In-Reply-To: List-Unsubscribe: , List-Archive: List-Post: List-Help: List-Subscribe: , Sender: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org Errors-To: dri-devel-bounces+sf-dri-devel=m.gmane.org@lists.freedesktop.org To: dri-devel@lists.freedesktop.org List-Id: dri-devel@lists.freedesktop.org --===============0106398883== Content-Type: multipart/alternative; boundary="1379460300.b2D52.14760"; charset="us-ascii" --1379460300.b2D52.14760 Date: Tue, 17 Sep 2013 23:25:00 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" https://bugs.freedesktop.org/show_bug.cgi?id=66067 --- Comment #7 from Grigori Goronzy --- This actually seems to be a bug in Trine 2. The fragment shader uses a shadow sampler to sample the normal texture, which is RGBA. This cannot work as shadow sampling is only defined for depth textures. According to the ARB_fragment_program_shadow specification (Trine 2 uses those old assembly-like shaders for some reason), it is undefined behaviour to sample from non-depth textures. Obviously, Trine 2 relies on a certain behavior, i.e. that shadow samplers are silently changed into normal 2D samplers when not sampling from depth textures. I have contacted Frozenbyte support, let's see if they'll do something about. Otherwise we need to check if it is reasonably possible and sensible to implement these undefined cases like other drivers. This might get ugly, though. If you just want to play the game and don't mind hacking mesa, try the nasty patch I attached. This will break other applications, but makes Trine 2 work. -- You are receiving this mail because: You are the assignee for the bug. --1379460300.b2D52.14760 Date: Tue, 17 Sep 2013 23:25:00 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 7 on bug 66067 from
This actually seems to be a bug in Trine 2. The fragment shader uses a shadow
sampler to sample the normal texture, which is RGBA. This cannot work as shadow
sampling is only defined for depth textures. According to the
ARB_fragment_program_shadow specification (Trine 2 uses those old assembly-like
shaders for some reason), it is undefined behaviour to sample from non-depth
textures. Obviously, Trine 2 relies on a certain behavior, i.e. that shadow
samplers are silently changed into normal 2D samplers when not sampling from
depth textures.

I have contacted Frozenbyte support, let's see if they'll do something about.
Otherwise we need to check if it is reasonably possible and sensible to
implement these undefined cases like other drivers. This might get ugly,
though.

If you just want to play the game and don't mind hacking mesa, try the nasty
patch I attached. This will break other applications, but makes Trine 2 work.


You are receiving this mail because:
  • You are the assignee for the bug.
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