Summary: | [r600g] Evergreen vertex shaders transform vertices incorrectly in wine programs | ||
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Product: | Mesa | Reporter: | Rubén Fernández <rubenf3000> |
Component: | Drivers/Gallium/r600 | Assignee: | Default DRI bug account <dri-devel> |
Status: | RESOLVED FIXED | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | All | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
correct rendering (via llvmpipe)
output log with llvmpipe with RADEON_DEBUG=vp MESA_GLSL=dump Screenshot of wrong rendering with r600g output log from r600g with RADEON_DEBUG=vp MESA_GLSL=dump Screenshot with Tom Stellard's branch of r600g output log from using Tom Stellard's branch of r600g Screenshot after applying Henri Verbeet's patch Output log after applying Henri Verbeet's patch |
Description
Rubén Fernández
2011-01-31 21:35:40 UTC
Created attachment 42788 [details]
correct rendering (via llvmpipe)
Created attachment 42789 [details]
output log with llvmpipe with RADEON_DEBUG=vp MESA_GLSL=dump
Created attachment 42790 [details]
Screenshot of wrong rendering with r600g
Created attachment 42791 [details]
output log from r600g with RADEON_DEBUG=vp MESA_GLSL=dump
Created attachment 42792 [details]
Screenshot with Tom Stellard's branch of r600g
Using Tom Stellard's branch (in the hopes it produces more useful debugging
output):
git://anongit.freedesktop.org/~tstellar/mesa
we get a screenshot that renders correctly the inanimate objects, but the
characters are not rendered at all
Created attachment 42793 [details]
output log from using Tom Stellard's branch of r600g
Hoping this branch's output gives more useful info
This may be similar to bug 31667, does https://bugs.freedesktop.org/attachment.cgi?id=42992 make it any better? (In reply to comment #7) > This may be similar to bug 31667, does > https://bugs.freedesktop.org/attachment.cgi?id=42992 make it any better? Your patch makes the errors go away in three of the five games I tested for the error: Call of Cthulhu, Sam & Max, and Back to the Future. Portal seems to be unaffected, and Tales of Monkey Island continues to transform the vertices incorrectly, yet in a different way than before; I'll attach a new screenshot and log for the latter. So yes, I agree this is, at least in part, the same bug as 31667. Created attachment 43009 [details]
Screenshot after applying Henri Verbeet's patch
Created attachment 43010 [details]
Output log after applying Henri Verbeet's patch
Aside from Portal and Tales of Monkey Island, all the other games work perfectly now, thanks to Henri's patch This bug is gone with the latest version of mesa git; it seems it was commit df3d11f6cab5dd5b4ff3cb0f10c8fe3e5954a16d "FLT_TO_INT_FLOOR and FLT_TO_INT_RPI are vector-only instructions on Evergreen" that did the trick. Also, the commits: 244a3bbf14ef4f739e7f3be298c8613a2667fce0 "Handle texture fetch instructions with relative addressing", da5b4764b28a1efd2e9dbf0741247288da36f546 "Handle texture fetch instructions with neg or abs on source register", and 78037d95da06b81799e75410154c8141b0a30ec0 "Handle texture fetch instructions with swizzle on source register", fixed texture addressing problems in those same games (that went unnoticed due to the geometry misrendering) |
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