Summary: | dark lines visual corruption in ground texture with Heroes of the Storm DXVK [supposedly LLVM bug] | ||
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Product: | Mesa | Reporter: | tempel.julian |
Component: | Drivers/Vulkan/radeon | Assignee: | mesa-dev |
Status: | RESOLVED NOTOURBUG | QA Contact: | mesa-dev |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
renderdoc capture part 1
renderdoc capture part 2 renderdoc capture part 3 renderdoc capture part 4 |
Description
tempel.julian
2019-01-19 19:17:24 UTC
Created attachment 143162 [details]
renderdoc capture part 1
Created attachment 143163 [details]
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Created attachment 143164 [details]
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Created attachment 143166 [details]
renderdoc capture part 4
I also reported it to amdvlk developers: https://github.com/GPUOpen-Drivers/AMDVLK/issues/83 But as it has turned out on the DXVK bugtracker, wined3d + radeonsi (OpenGL) shows exactly the same type of corruption. I suppose this is a clear sign for a LLVM bug? Would be great if Mesa developers could report it to LLVM. If there are more information required, I'd of course try to provide them. I think this is a game bug: it's using implicit derivatives when sampling textures in non-uniform control flow. In the GLSL and SPIR-V spec, the results are undefined. I think it's the same with HLSL. Since the control flow is non-uniform and (IIRC) LLVM seems to move the operations creating the texture coordinates into it, I think it's causing discontinuities and messing up the LOD calculation. Closing per comment #6 |
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