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: Sat, 13 Dec 2014 05:26:45 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0636765561==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 8B2D96E5F3 for ; Fri, 12 Dec 2014 21:26:45 -0800 (PST) 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 --===============0636765561== Content-Type: multipart/alternative; boundary="1418448405.184272.2780"; charset="UTF-8" --1418448405.184272.2780 Date: Sat, 13 Dec 2014 05:26:45 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" https://bugs.freedesktop.org/show_bug.cgi?id=66067 --- Comment #28 from Daniel Scharrer --- Created attachment 110801 --> https://bugs.freedesktop.org/attachment.cgi?id=110801&action=edit LD_PRELOAD library to fix Trine's ARB shaders Trine Enchanted Edition (port/remake of Trine 1 in the Trine 2 engine) has the same lighting problem. Since the attached radeonsi patch no longer applies, I have created a small LD_PRELOAD library to change all instances of " SHADOW2D;" to " 2D;" in ARB shaders. Using this confirms that it's still the same bug. Obviously fglrx somehow silently falls back to non-shadow samplers. Is this also the case for the nvidia driver with ARB shaders or does that just get fed Cg shaders directly? If so, would it be feasible for Mesa to include something like the "Handle sampler depth compare mode" but for ARB shaders only? Or at least a drirc option - either to decide based on the compare mode or to disable shadow samplers completely? -- You are receiving this mail because: You are the assignee for the bug. --1418448405.184272.2780 Date: Sat, 13 Dec 2014 05:26:45 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 28 on bug 66067 from
Created attachment 110801 [details]
LD_PRELOAD library to fix Trine's ARB shaders

Trine Enchanted Edition (port/remake of Trine 1 in the Trine 2 engine) has the
same lighting problem.

Since the attached radeonsi patch no longer applies, I have created a small
LD_PRELOAD library to change all instances of " SHADOW2D;" to "       2D;" in
ARB shaders. Using this confirms that it's still the same bug.

Obviously fglrx somehow silently falls back to non-shadow samplers. Is this
also the case for the nvidia driver with ARB shaders or does that just get fed
Cg shaders directly? If so, would it be feasible for Mesa to include something
like the "Handle sampler depth compare mode" but for ARB shaders only? Or at
least a drirc option - either to decide based on the compare mode or to disable
shadow samplers completely?


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