From mboxrd@z Thu Jan 1 00:00:00 1970 From: bugzilla-daemon@freedesktop.org Subject: [Bug 92059] Missing textures and geometry in "Middle-earth: Shadow of Mordor" Date: Mon, 21 Sep 2015 17:00:06 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0257532409==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id B5BF76E998 for ; Mon, 21 Sep 2015 10:00:06 -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 --===============0257532409== Content-Type: multipart/alternative; boundary="1442854806.2C786c0.7291"; charset="UTF-8" --1442854806.2C786c0.7291 Date: Mon, 21 Sep 2015 17:00:06 +0000 MIME-Version: 1.0 Content-Type: text/plain; charset="UTF-8" https://bugs.freedesktop.org/show_bug.cgi?id=92059 --- Comment #5 from Kai --- Created attachment 118391 --> https://bugs.freedesktop.org/attachment.cgi?id=118391&action=edit Compressed shader that fails during compilation Ok, I'm pretty sure now, that the game actually loads a Core Context, at least the apitrace I've made (will be uploaded shortly, as soon as the compression is done) shows a 4.1 context, when I do "lookup state". 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 arrays of arrays The shader triggering this is, however, a tessellation control shader, so maybe Kenneth is right anyway (ie. I don't get the geometry with radeonsi because the tessellation control shader fails to compile due to another extension, that is as of yet missing while i965-supported GPUs don't get the geometry because they're lacking tessellation to begin with). The attached file is the shader triggering this error in the following call sequence: glCreateShader(GL_TESS_CONTROL_SHADER); # = 594 glShaderSource(594, 1, , NULL); glCompileShader(594); # compile error -- You are receiving this mail because: You are the assignee for the bug. --1442854806.2C786c0.7291 Date: Mon, 21 Sep 2015 17:00:06 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8"

Comment # 5 on bug 92059 from
Created attachment 118391 [details]
Compressed shader that fails during compilation

Ok, I'm pretty sure now, that the game actually loads a Core Context, at least
the apitrace I've made (will be uploaded shortly, as soon as the compression is
done) shows a 4.1 context, when I do "lookup state".

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 arrays of arrays

The shader triggering this is, however, a tessellation control shader, so maybe
Kenneth is right anyway (ie. I don't get the geometry with radeonsi because the
tessellation control shader fails to compile due to another extension, that is
as of yet missing while i965-supported GPUs don't get the geometry because
they're lacking tessellation to begin with).

The attached file is the shader triggering this error in the following call
sequence:
glCreateShader(GL_TESS_CONTROL_SHADER); # = 594
glShaderSource(594, 1, <SOURCE FROM ATTACHED FILE>, NULL);
glCompileShader(594); # compile error


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