From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 86663] [radeonsi] Black squares in Sanctum 2 Date: Mon, 24 Nov 2014 14:39:05 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1523704536==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id CA1616E72A for ; Mon, 24 Nov 2014 06:39:04 -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 --===============1523704536== Content-Type: multipart/alternative; boundary="1416839944.bC7A0.3070"; charset="UTF-8" --1416839944.bC7A0.3070 Date: Mon, 24 Nov 2014 14:39:04 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" Content-Transfer-Encoding: quoted-printable https://bugs.freedesktop.org/show_bug.cgi?id=3D86663 --- Comment #1 from Daniel Scharrer --- (I fail at bugzilla today :/) On some maps in Sanctum 2 I'm getting black squares in some spots. The squares always seem to be the same screen-space size (120=C3=97120 pixe= ls, some are wider/taller but that could just be overlapping squares), but are cente= red around fixed positions in the game world and not aligned to a screen-space grid. Moving the camera or character can cause some of them to disappear/reappear. The squares don't just cover the world geometry, but also the user interface including the hud and menu, and even loading screens. This happens with and without R600_DEBUG=3Dnohyperz. It does not happen with fglrx 14.9. It doesn't happen on all maps, but for those affected (e.g. Trainstation) i= t is 100% reproducible. Lowering texture quality in the game's options reduces the number of black squares. For the screenshots I had all other settings at their lowest value (except bloom turned on as that is required for the game to render correctl= y, even on other drivers). I have tried to create an apitrace showing the problem but glretrace crashes inside glDrawRangeElements() shortly before getting to the buggy part when replaying with either radeonsi or fglrx. I can still provide it if anyone is interested, but it's probably not appropriate to link here. --=20 You are receiving this mail because: You are the assignee for the bug. --1416839944.bC7A0.3070 Date: Mon, 24 Nov 2014 14:39:04 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable

Comment= # 1 on bug 86663<= /a> from Daniel Scharrer
(I fail at bugzilla today :/)

On some maps in Sanctum 2 I'm getting black squares in some spots.

The squares always seem to be the same screen-space size (120=C3=97120 pixe=
ls, some
are wider/taller but that could just be overlapping squares), but are cente=
red
around fixed positions in the game world and not aligned to a screen-space
grid.

Moving the camera or character can cause some of them to disappear/reappear.

The squares don't just cover the world geometry, but also the user interface
including the hud and menu, and even loading screens.

This happens with and without R600_DEBUG=3Dnohyperz. It does not happen with
fglrx 14.9.

It doesn't happen on all maps, but for those affected (e.g. Trainstation) i=
t is
100% reproducible.

Lowering texture quality in the game's options reduces the number of black
squares. For the screenshots I had all other settings at their lowest value
(except bloom turned on as that is required for the game to render correctl=
y,
even on other drivers).

I have tried to create an apitrace showing the problem but glretrace crashes
inside glDrawRangeElements() shortly before getting to the buggy part when
replaying with either radeonsi or fglrx. I can still provide it if anyone is
interested, but it's probably not appropriate to link here.


You are receiving this mail because: =20=20=20=20=20=20
  • You are the assignee for the bug.
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