Summary: | Doom 3 under Sandy Bridge caused issues : hang, memory corruption... | ||
---|---|---|---|
Product: | Mesa | Reporter: | antistress <anti-stress> |
Component: | Drivers/DRI/i965 | Assignee: | Ian Romanick <idr> |
Status: | RESOLVED WORKSFORME | QA Contact: | |
Severity: | normal | ||
Priority: | medium | ||
Version: | git | ||
Hardware: | x86-64 (AMD64) | ||
OS: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Bug Depends on: | |||
Bug Blocks: | 67224 |
Description
antistress
2011-11-17 11:38:37 UTC
Pretty sure this is fixed...Ian's able to run Doom 3 now. Not sure what it was, but we did apply a lot of workarounds for known hardware errata in the meantime. This is very much still an issue. On both the 8.0 branch and master I have to run with HiZ disabled. Ian: is this still an issue for you, after the hiz hang fix? The sparse sampler fix from this fall may also matter. Someone should retest. I've tested with Sandybridge and Mesa master (0acf3a8407...). The game runs fine, there is quite a lot of "Mesa: User error: GL_INVALID_VALUE in glScissor" printed on console but no rendering artifacts visible. Is there some particular level that might trigger issues? I've tested today Doom3 on Haswell (Mesa 9.2, libdrm 2.4.46), no visual corruptions or other problems visible, works very well. With MESA_DEBUG=1 I can see those same glScissor errors on console. Will also test the game against Mesa master. worked fine also with mesa ~master (df530829f757a8968389427eb26f45a0d46623fa) Tapani, Can you check why it's getting the error in glScissor? It's probably Doom's bug (and is a separate issue regardless). My inclination is that we should close this bug WORKSFORME. Most of the time it's providing sane values for glScissor but now and then some default or min/max values from somewhere: --- 8< --- ... --> glScissor 118 0 353 450 --> glScissor 169 0 359 509 --> glScissor 308 376 106 108 --> glScissor 0 0 745 768 --> glScissor 0 0 1024 768 --> glScissor 32000 32000 -63999 -63999 Mesa: User error: GL_INVALID_VALUE in glScissor --> glScissor 0 0 1024 768 --> glScissor 430 388 130 380 --> glScissor 0 0 1024 768 ... --- 8< --- so that is an separate application issue. This bug is resolved. |
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