From mboxrd@z Thu Jan 1 00:00:00 1970
From: bugzilla-daemon@freedesktop.org
Subject: [Bug 95528] BioShock Infinite graphical glitches on radeonsi
Date: Sat, 25 Jun 2016 19:36:07 +0000
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--14668833672.a7C3.5985
Date: Sat, 25 Jun 2016 19:36:07 +0000
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X-Bugzilla-URL: http://bugs.freedesktop.org/
Auto-Submitted: auto-generated
https://bugs.freedesktop.org/show_bug.cgi?id=3D95528
--- Comment #14 from Daniel Scharrer ---
Created attachment 124721
--> https://bugs.freedesktop.org/attachment.cgi?id=3D124721&action=3Dedit
Trimmed R600_DEBUG=3Dvs,ps output & shader GL calls with LLVM r273782
I could not record an apitrace (game hangs before getting to the main menu,
possibly performance related), but I was able to dump the shaders and narrow
down (some of) the affected ones.
The game uses two passes to render the flags and banners: The first pass
(possibly a z prepass?) uses pipeline=3D20 in the attached logs (vertex
shader=3D73, program=3D74; fragment shader=3D89, program=3D90).
The second pass is depth-tested against the results of the first, but uses
different shaders - pipeline=3D105 (vertex shader=3D383 program=3D384; frag=
ment
shader=3D381, program=3D382).
With LLVM r266378 reverted, the results of the two passes line up, with cur=
rent
LLVM they do not causing the z-fighting visible in the video linked in the =
bug
description. Even when disabling the depth test in the second pass, there a=
re
still visible parts of "white" background so this is a) most likely an issue
with one of the vertex shaders and b) not just a depth precision issue. You=
can
also see this by looking closely at the flags in the video - the while (hol=
es
punched by the z-prepass) and textured parts sway differently.
Since the game compiles an enormous amount of shaders on startup, the full=
=20
R600_DEBUG=3Dcs,vs,tcs,tes,gs,ps output is quite large - I have attached a
trimmed output that only contains the two vertex/fragment shader pairs used=
for
the banners. The full logs are available at:
http://constexpr.org/tmp/bioshockinfinite-bad.log (20 MiB)
http://constexpr.org/tmp/bioshockinfinite-good.log (21 MiB)
--=20
You are receiving this mail because:
You are the assignee for the bug.=
--14668833672.a7C3.5985
Date: Sat, 25 Jun 2016 19:36:07 +0000
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X-Bugzilla-URL: http://bugs.freedesktop.org/
Auto-Submitted: auto-generated
Commen=
t # 14
on bug 95528<=
/a>
from Daniel Scharrer
Created attachment 124721 [details]
Trimmed R600_DEBUG=3Dvs,ps output & shader GL calls with LLVM r273782
I could not record an apitrace (game hangs before getting to the main menu,
possibly performance related), but I was able to dump the shaders and narrow
down (some of) the affected ones.
The game uses two passes to render the flags and banners: The first pass
(possibly a z prepass?) uses pipeline=3D20 in the attached logs (vertex
shader=3D73, program=3D74; fragment shader=3D89, program=3D90).
The second pass is depth-tested against the results of the first, but uses
different shaders - pipeline=3D105 (vertex shader=3D383 program=3D384; frag=
ment
shader=3D381, program=3D382).
With LLVM r266378 reverted, the results of the two passes line up, with cur=
rent
LLVM they do not causing the z-fighting visible in the video linked in the =
bug
description. Even when disabling the depth test in the second pass, there a=
re
still visible parts of "white" background so this is a) most like=
ly an issue
with one of the vertex shaders and b) not just a depth precision issue. You=
can
also see this by looking closely at the flags in the video - the while (hol=
es
punched by the z-prepass) and textured parts sway differently.
Since the game compiles an enormous amount of shaders on startup, the full=
=20
R600_DEBUG=3Dcs,vs,tcs,tes,gs,ps output is quite large - I have attached a
trimmed output that only contains the two vertex/fragment shader pairs used=
for
the banners. The full logs are available at:
http://const=
expr.org/tmp/bioshockinfinite-bad.log (20 MiB)
http://cons=
texpr.org/tmp/bioshockinfinite-good.log (21 MiB)
You are receiving this mail because:
- You are the assignee for the bug.
=
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