Summary: | Raz's eyes flicker in Psychonauts on nv50 | ||
---|---|---|---|
Product: | Mesa | Reporter: | Bryan Cain <bryancain3+fdo> |
Component: | Drivers/DRI/nouveau | Assignee: | Nouveau Project <nouveau> |
Status: | RESOLVED FIXED | QA Contact: | |
Severity: | normal | ||
Priority: | medium | CC: | bryancain3+fdo |
Version: | git | ||
Hardware: | Other | ||
OS: | All | ||
Whiteboard: | |||
i915 platform: | i915 features: |
Description
Bryan Cain
2012-07-10 20:24:39 UTC
The apitrace is too large for fd.o to accept it as an attachment; it can be downloaded from the following link: http://assortedtools.pbworks.com/f/Psychonauts.3.trace.xz I did some more investigation into this bug and produced a fix: http://lists.freedesktop.org/archives/mesa-dev/2012-July/024196.html The problem was that in lowering the POW instruction, the lg2/mul/preex2 instructions that go before the ex2 instruction were not being emitted properly, which as a side effect made each of the four ex2 instructions in the shader read from an undefined source register. This in turn made the SSA generator produce 4 of the 5 nop instructions mentioned in the original description. The first of the five nop instructions is not the nv50 shader compiler's fault, but is the result of the GLSL compiler's pass to lower output registers emitting reads to undefined components of gl_TexCoord. It's an unrelated issue that happened to show up in the same shader, and doesn't affect the shader at the driver level post-optimization. I will file a separate bug report about it against glsl-compiler. It should be fixed with 248e6f03313afdfd3c23be269b0da7a1aa31cff2 . Marking as Resolved/Fixed |
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