From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 92059] [radeonsi, apitrace] Missing textures and geometry in "Middle-earth: Shadow of Mordor" Date: Tue, 22 Sep 2015 14:53:33 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0234436661==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 4DD466EA26 for ; Tue, 22 Sep 2015 07:53:33 -0700 (PDT) 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 --===============0234436661== Content-Type: multipart/alternative; boundary="1442933613.4AABf4a0.31358"; charset="UTF-8" --1442933613.4AABf4a0.31358 Date: Tue, 22 Sep 2015 14:53:33 +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=3D92059 --- Comment #12 from Ilia Mirkin --- (In reply to Kai from comment #11) > Created attachment 118397 [details] > Setting environment variables yields visible bodies. >=20 > (In reply to Ilia Mirkin from comment #10) > > (In reply to Timothy Arceri from comment #9) > > > (In reply to Ilia Mirkin from comment #7) > > > > (In reply to Kai from comment #5) > > > > > Also, the game seems to choke on the missing AoA functionality or= at least > > > > > doesn't check whether it can use AoA: > > > > > > 0:9(23): error: GL_ARB_arrays_of_arrays required for defining a= rrays of arrays > > > >=20 > > > > I guess line 9 is: out vec4 vControlPoint[][2]; > > > >=20 > > > > Which should work without AoA. I wonder if this was recently broken= by the > > > > AoA support patches... Or maybe it started out broken. > > >=20 > > > It seems to me that this should fail, and is correctly doing so. From= the > > > tessellation spec: > > > > > > [...] > > >=20 > > > Is there something I'm missing? > >=20 > > Quite right. I forgot about that little bit in the spec. So the issue h= ere > > is that (a) AoA isn't supported in mesa, (b) even if it was, the shader > > doesn't enable it. Without that, you can't have plain per-vertex array > > outputs in TCS. >=20 > So, I should probably report this bug to Ferral Interactive (studio > responsible for the Linux port), right? That would be ideal. >=20 > > You could force-enable it by setting force_glsl_extensions_warn=3D1 and > > MESA_EXTENSION_OVERRIDE=3DGL_ARB_arrays_of_arrays ... I think. >=20 > The correct override is: > # force_glsl_extensions_warn=3Dtrue > MESA_EXTENSION_OVERRIDE=3DGL_ARB_arrays_of_arrays > Setting force_glsl_extension_warn=3D1 leads to an error. And indeed, sett= ing > those two environment variables leads to visible characters in the game, = see > the attached screenshot. >=20 > Should this bug be renamed to =C2=BB[radeonsi] Implement GL_ARB_arrays_of= _arrays > for "Middle-earth: Shadow of Mordor"=C2=AB then? As I mentioned, merely having the ext available wouldn't make that shader compile. The ext would also have to be enabled in the shader. However perhaps the game would detect the availability of the ext and stick= a "#extension GL_ARB_arrays_of_arrays: enable" into that shader, which would = make it work -- no way of knowing that. --=20 You are receiving this mail because: You are the assignee for the bug. --1442933613.4AABf4a0.31358 Date: Tue, 22 Sep 2015 14:53:33 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable

Commen= t # 12 on bug 92059<= /a> from Ilia Mirkin
(In reply to Kai from =
comment #11)
> Created attachment 118397 [details]
> Setting environment variables yields visible bodies.
>=20
> (In reply to Ilia Mirkin from =
comment #10)
> > (In reply to Timothy Arceri from comment #9)
> > > (In reply to Ilia Mirkin from comment #7)
> > > > (In reply to Kai from comment #5)
> > > > > Also, the game seems to choke on the missing AoA f=
unctionality or at least
> > > > > doesn't check whether it can use AoA:
> > > > > > 0:9(23): error: GL_ARB_arrays_of_arrays requi=
red for defining arrays of arrays
> > > >=20
> > > > I guess line 9 is: out vec4 vControlPoint[][2];
> > > >=20
> > > > Which should work without AoA. I wonder if this was rec=
ently broken by the
> > > > AoA support patches... Or maybe it started out broken.
> > >=20
> > > It seems to me that this should fail, and is correctly doing=
 so. From the
> > > tessellation spec:
> > >
> > > [...]
> > >=20
> > > Is there something I'm missing?
> >=20
> > Quite right. I forgot about that little bit in the spec. So the i=
ssue here
> > is that (a) AoA isn't supported in mesa, (b) even if it was, the =
shader
> > doesn't enable it. Without that, you can't have plain per-vertex =
array
> > outputs in TCS.
>=20
> So, I should probably report this bug to Ferral Interactive (studio
> responsible for the Linux port), right?

That would be ideal.

>=20
> > You could force-enable it by setting force_glsl_extensions_warn=
=3D1 and
> > MESA_EXTENSION_OVERRIDE=3DGL_ARB_arrays_of_arrays ... I think.
>=20
> The correct override is:
> # force_glsl_extensions_warn=3Dtrue
> MESA_EXTENSION_OVERRIDE=3DGL_ARB_arrays_of_arrays
> Setting force_glsl_extension_warn=3D1 leads to an error. And indeed, s=
etting
> those two environment variables leads to visible characters in the gam=
e, see
> the attached screenshot.
>=20
> Should this bug be renamed to =C2=BB[radeonsi] Implement GL_ARB_arrays=
_of_arrays
> for "Middle-earth: Shadow of Mordor"=C2=AB then?

As I mentioned, merely having the ext available wouldn't make that shader
compile. The ext would also have to be enabled in the shader.

However perhaps the game would detect the availability of the ext and stick=
 a
"#extension GL_ARB_arrays_of_arrays: enable" into that shader, wh=
ich would make
it work -- no way of knowing that.


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