* [Bug 93178] Textures are filled with garbage
2015-11-30 19:21 [Bug 93178] Textures are filled with garbage bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=93178
Ilia Mirkin <imirkin@alum.mit.edu> changed:
What |Removed |Added
----------------------------------------------------------------------------
Attachment #120218|text/plain |image/png
mime type| |
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2015-11-30 19:21 [Bug 93178] Textures are filled with garbage bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=93178
--- Comment #1 from Józef Kucia <joseph.kucia@gmail.com> ---
Created attachment 120219
--> https://bugs.freedesktop.org/attachment.cgi?id=120219&action=edit
The expected image to be rendered for frame 1 in the attached apitrace
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^ permalink raw reply [flat|nested] 9+ messages in thread* [Bug 93178] Textures are filled with garbage
2015-11-30 19:21 [Bug 93178] Textures are filled with garbage bugzilla-daemon
2015-11-30 19:22 ` bugzilla-daemon
2015-11-30 19:25 ` bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=93178
--- Comment #2 from Michel Dänzer <michel@daenzer.net> ---
Replaying the trace on radeonsi generates lots of GL API errors:
Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glClear(incomplete
framebuffer)
Mesa: User error: GL_INVALID_FRAMEBUFFER_OPERATION in glDrawArrays(incomplete
framebuffer)
Mesa: 1 similar GL_INVALID_FRAMEBUFFER_OPERATION errors
(repeated several times)
Mesa: User error: GL_INVALID_ENUM in
glRenderbufferStorage(internalFormat=GL_SLUMINANCE8)
Mesa: User error: GL_INVALID_ENUM in
glRenderbufferStorage(internalFormat=GL_SLUMINANCE8_ALPHA8)
(the first three lines repeated several times again)
I think those errors could explain the incorrect rendering. Which driver was
the apitrace captured with? Does the same problem occur when running the
application with radeonsi directly?
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2015-11-30 19:21 [Bug 93178] Textures are filled with garbage bugzilla-daemon
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https://bugs.freedesktop.org/show_bug.cgi?id=93178
--- Comment #3 from Józef Kucia <joseph.kucia@gmail.com> ---
(In reply to Michel Dänzer from comment #2)
> Replaying the trace on radeonsi generates lots of GL API errors:
>
> I think those errors could explain the incorrect rendering. Which driver was
> the apitrace captured with? Does the same problem occur when running the
> application with radeonsi directly?
The GL errors should not be related. Those are generated by format support
detection code.
This particular apitrace was captured with nouveau. The application generates
different GL errors in this part of code when run with radeonsi. However, it
exhibits exactly the same problem when run directly. I'll upload another
apitrace later.
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https://bugs.freedesktop.org/show_bug.cgi?id=93178
--- Comment #4 from Józef Kucia <joseph.kucia@gmail.com> ---
https://drive.google.com/file/d/0Bz0HXJUyjAh3ZkFEOHdNVnAyWWM/view
This apitrace was captured with radeonsi. It is not trimmed. The problem
appears at 935th frame. The previous frames are rendered correctly.
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https://bugs.freedesktop.org/show_bug.cgi?id=93178
Józef Kucia <joseph.kucia@gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Hardware|Other |x86-64 (AMD64)
OS|All |Linux (All)
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^ permalink raw reply [flat|nested] 9+ messages in thread* [Bug 93178] Textures are filled with garbage
2015-11-30 19:21 [Bug 93178] Textures are filled with garbage bugzilla-daemon
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From: bugzilla-daemon @ 2016-01-26 1:27 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93178
Nicolai Hähnle <nhaehnle@gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Resolution|--- |NOTOURBUG
Status|NEW |RESOLVED
--- Comment #5 from Nicolai Hähnle <nhaehnle@gmail.com> ---
This is a game bug.
The game tries to be clever by uploading some of its textures from a different
OpenGL context, but never uses any kind of synchronization between the texture
upload and the main context, so the texture upload never actually happens. This
is a serious programming mistake, and it is merely by chance that this works on
other drivers.
For your own purposes, you can work around the game bug in the driver by
applying the following patch:
---- SNIP ----
--- a/src/gallium/drivers/radeon/r600_texture.c
+++ b/src/gallium/drivers/radeon/r600_texture.c
@@ -105,6 +105,7 @@ static void r600_copy_from_staging_texture(struct
pipe_context *ctx, struct r600
rctx->dma_copy(ctx, dst, transfer->level,
transfer->box.x, transfer->box.y, transfer->box.z,
src, 0, &sbox);
+ rctx->b.flush(&rctx->b, NULL, 0);
}
static unsigned r600_texture_get_offset(struct r600_texture *rtex, unsigned
level,
---- SNIP ----
However, doing this seriously hurts the performance of games that are
programmed properly. I encourage you to forward this message to the developers,
telling them they should take a look at Section 5.3.1 of the OpenGL 4.5
(Compatibility Profile) specification, specifically the part about using Finish
or FenceSync/WaitSync.
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From: bugzilla-daemon @ 2016-03-24 15:21 UTC (permalink / raw)
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https://bugs.freedesktop.org/show_bug.cgi?id=93178
Józef Kucia <joseph.kucia@gmail.com> changed:
What |Removed |Added
----------------------------------------------------------------------------
Status|RESOLVED |CLOSED
--- Comment #6 from Józef Kucia <joseph.kucia@gmail.com> ---
(In reply to Nicolai Hähnle from comment #5)
> This is a game bug.
Thanks for debugging this. I am sorry for reporting invalid bug. This is
actually a bug in Wine. For now the workaround is to enable StrictDrawOrdering.
I will do more investigation before reporting a bug next time.
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