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 Message-ID: References: Mime-Version: 1.0 Content-Type: multipart/mixed; boundary="===============1989805567==" Return-path: Received: from culpepper.freedesktop.org (unknown [131.252.210.165]) by gabe.freedesktop.org (Postfix) with ESMTP id 5DDCA6E80B for ; Tue, 19 Jan 2016 09:56:50 -0800 (PST) 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 --===============1989805567== Content-Type: multipart/alternative; boundary="14532262100.e45D21.5014"; charset="UTF-8" --14532262100.e45D21.5014 Date: Tue, 19 Jan 2016 17:56:50 +0000 MIME-Version: 1.0 Content-Type: text/plain 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 MIME-Version: 1.0 Content-Type: text/html

Comment # 8 on bug 93292 from
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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