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 15:41:46 +0000 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============0794001101==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 2ADA16EAB8 for ; Tue, 22 Sep 2015 08:41:46 -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 --===============0794001101== Content-Type: multipart/alternative; boundary="1442936505.Ccf1eC0.22933"; charset="UTF-8" --1442936505.Ccf1eC0.22933 Date: Tue, 22 Sep 2015 15:41:45 +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 #13 from Kai --- (In reply to Ilia Mirkin from comment #12) > (In reply to Kai from comment #11) > > (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= arrays of arrays > > > > >=20 > > > > > I guess line 9 is: out vec4 vControlPoint[][2]; > > > > >=20 > > > > > Which should work without AoA. I wonder if this was recently brok= en 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. Fr= om 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= here > > > is that (a) AoA isn't supported in mesa, (b) even if it was, the shad= er > > > 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? >=20 > That would be ideal. Done (by e-mail). Lets see, if I hear back from them or if they fix it. > > > You could force-enable it by setting force_glsl_extensions_warn=3D1 a= nd > > > 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, se= tting > > 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? >=20 > 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. Yes, I understand. But this would still leave radeonsi without required functionality. So making this bug about enabling GL_ARB_arrays_of_arrays fo= r an application that (pretends*) to need it, seemed reasonable and more descriptive. * I've played about 30 minutes now with those environment variables set and haven't noticed any visual corruption on radeonsi which doesn't expose GL_ARB_arrays_of_arrays. So I'm not sure if the game actually *needs* the extension? --=20 You are receiving this mail because: You are the assignee for the bug. --1442936505.Ccf1eC0.22933 Date: Tue, 22 Sep 2015 15:41:45 +0000 MIME-Version: 1.0 Content-Type: text/html; charset="UTF-8" Content-Transfer-Encoding: quoted-printable

Commen= t # 13 on bug 92059<= /a> from Kai
(In reply to Ilia Mirkin from comment #12)
> (In reply to Kai from comment #11)
> > (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 arrays of arrays
> > > > >=20
> > > > > I guess line 9 is: out vec4 vControlPoint[][2];
> > > > >=20
> > > > > Which should work without AoA. I wonder if this wa=
s recently broken by the
> > > > > AoA support patches... Or maybe it started out bro=
ken.
> > > >=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 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-ve=
rtex array
> > > outputs in TCS.
> >=20
> > So, I should probably report this bug to Ferral Interactive (stud=
io
> > responsible for the Linux port), right?
>=20
> That would be ideal.

Done (by e-mail). Lets see, if I hear back from them or if they fix it.

> > > You could force-enable it by setting f=
orce_glsl_extensions_warn=3D1 and
> > > MESA_EXTENSION_OVERRIDE=3DGL_ARB_arrays_of_arrays ... I thin=
k.
> >=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 inde=
ed, setting
> > those two environment variables leads to visible characters in th=
e game, see
> > the attached screenshot.
> >=20
> > Should this bug be renamed to =C2=BB[radeonsi] Implement GL_ARB_a=
rrays_of_arrays
> > for "Middle-earth: Shadow of Mordor"=C2=AB then?
>=20
> As I mentioned, merely having the ext available wouldn't make that sha=
der
> compile. The ext would also have to be enabled in the shader.

Yes, I understand. But this would still leave radeonsi without required
functionality. So making this bug about enabling GL_ARB_arrays_of_arrays fo=
r an
application that (pretends*) to need it, seemed reasonable and more
descriptive.

* I've played about 30 minutes now with those environment variables set and
haven't noticed any visual corruption on radeonsi which doesn't expose
GL_ARB_arrays_of_arrays. So I'm not sure if the game actually *needs* the
extension?


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