From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 93292] "Thea: The Awakening" world map textures not rendered
(blue background)
Date: Tue, 19 Jan 2016 17:56:50 +0000
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Date: Tue, 19 Jan 2016 17:56:50 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=93292
--- Comment #8 from Jan-Marek Glogowski ---
working command line with patch to get the shader log:
R600_SB_DSKIP_START=94 R600_SB_DSKIP_END=94 R600_SB_DSKIP_MODE=63 glretrace
thea.trace
working command line without the patch to verify shader bug:
R600_SB_DSKIP_START=94 R600_SB_DSKIP_END=94 R600_SB_DSKIP_MODE=1 glretrace
thea.trace
In the end I'm just using the llvm backend (R600_DEBUG=llvm). I just see a
minimal difference on this HW in game of ~0.5 frames (slower LLVM). Actually I
had other small rendering glitches with the SB shader backend, which I didn't
track down.
(In reply to Ilia Mirkin from comment #2)
> In case it's of any interest, I tested this on nouveau -- on nvc0 (GF108)
> the trace replays seemingly fine. On nv50 (GT215), I also get a failure on
> the map screen, but it's different -- everything is drawn except the
> background, so it appears as though it's all black(ish), with trees/etc
> drawn over it.
The original (large) apitrace had ambient occlusion (AO) activated AFAIK, but I
deleted it, so I don't know. AO was fixed for me with a patch in the last week.
As my hardware is already slow (just 15fps in the game), enabling this renders
the game unplayable, but now I get soft shadows at the price of ~50% frame
drop.
--
You are receiving this mail because:
You are the assignee for the bug.
--14532262100.e45D21.5014
Date: Tue, 19 Jan 2016 17:56:50 +0000
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Comment # 8
on bug 93292
from Jan-Marek Glogowski
working command line with patch to get the shader log:
R600_SB_DSKIP_START=94 R600_SB_DSKIP_END=94 R600_SB_DSKIP_MODE=63 glretrace
thea.trace
working command line without the patch to verify shader bug:
R600_SB_DSKIP_START=94 R600_SB_DSKIP_END=94 R600_SB_DSKIP_MODE=1 glretrace
thea.trace
In the end I'm just using the llvm backend (R600_DEBUG=llvm). I just see a
minimal difference on this HW in game of ~0.5 frames (slower LLVM). Actually I
had other small rendering glitches with the SB shader backend, which I didn't
track down.
(In reply to Ilia Mirkin from comment #2)
> In case it's of any interest, I tested this on nouveau -- on nvc0 (GF108)
> the trace replays seemingly fine. On nv50 (GT215), I also get a failure on
> the map screen, but it's different -- everything is drawn except the
> background, so it appears as though it's all black(ish), with trees/etc
> drawn over it.
The original (large) apitrace had ambient occlusion (AO) activated AFAIK, but I
deleted it, so I don't know. AO was fixed for me with a patch in the last week.
As my hardware is already slow (just 15fps in the game), enabling this renders
the game unplayable, but now I get soft shadows at the price of ~50% frame
drop.
You are receiving this mail because:
- You are the assignee for the bug.
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