From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 94008] Grow Home colors are wrong with HD6950
Date: Tue, 16 Feb 2016 10:46:25 +0000
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Date: Tue, 16 Feb 2016 10:46:25 +0000
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https://bugs.freedesktop.org/show_bug.cgi?id=94008
Alejandro Piņeiro (freenode IRC: apinheiro) changed:
What |Removed |Added
----------------------------------------------------------------------------
CC| |apinheiro@igalia.com
--- Comment #1 from Alejandro Piņeiro (freenode IRC: apinheiro) ---
(In reply to serge from comment #0)
> I also made an apitrace which you can find on the following link, if someone
> is interested into looking at this issue:
>
> https://drive.google.com/file/d/0B6bdV-rKtJnFWDlvWE1vZnFtaXc/view?usp=sharing
Under the risk of adding noise here, I tried this apitrace on a intel HD4600
(haswell). I got several visual artifacts (in addition to be really slow),
getting several performance related debug warnings. For example, at the initial
phase, where it is mostly compiling shaders:
10202: message: shader compiler performance issue 478: SIMD16 shader failed to
compile: FS compile failed: Failure to register allocate. Reduce number of
live scalar values to avoid this
And then, when running the log and the menu, messages like the following:
327430: message: api performance issue 1506: Scanning index buffer to compute
index buffer bounds. Use glDrawRangeElements() to avoid this
3836043: message: api performance issue 1553: GTT mapping a busy miptree BO
stalled and took 1516.024 ms
Anyway, probably this would need to be taken with a grain of salt, as usually
games detect hw capabilities in order to know what to use. Probably it would be
worth to try the game on a intel hw (unfourtunately I don't have access to that
game).
--
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--14556195850.Be4Aed94A.1369
Date: Tue, 16 Feb 2016 10:46:25 +0000
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Alejandro Piņeiro (freenode IRC: apinheiro)
changed
bug 94008
| What |
Removed |
Added |
| CC |
|
apinheiro@igalia.com
|
Comment # 1
on bug 94008
from Alejandro Piņeiro (freenode IRC: apinheiro)
(In reply to serge from comment #0)
> I also made an apitrace which you can find on the following link, if someone
> is interested into looking at this issue:
>
> https://drive.google.com/file/d/0B6bdV-rKtJnFWDlvWE1vZnFtaXc/view?usp=sharing
Under the risk of adding noise here, I tried this apitrace on a intel HD4600
(haswell). I got several visual artifacts (in addition to be really slow),
getting several performance related debug warnings. For example, at the initial
phase, where it is mostly compiling shaders:
10202: message: shader compiler performance issue 478: SIMD16 shader failed to
compile: FS compile failed: Failure to register allocate. Reduce number of
live scalar values to avoid this
And then, when running the log and the menu, messages like the following:
327430: message: api performance issue 1506: Scanning index buffer to compute
index buffer bounds. Use glDrawRangeElements() to avoid this
3836043: message: api performance issue 1553: GTT mapping a busy miptree BO
stalled and took 1516.024 ms
Anyway, probably this would need to be taken with a grain of salt, as usually
games detect hw capabilities in order to know what to use. Probably it would be
worth to try the game on a intel hw (unfourtunately I don't have access to that
game).
You are receiving this mail because:
- You are the assignee for the bug.
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