Bug 58680

Summary: [IVB] Graphical glitches in 0 A.D
Product: Mesa Reporter: Achim Frase <achim.frase>
Component: Drivers/DRI/i965Assignee: Eric Anholt <eric>
Status: RESOLVED FIXED QA Contact:
Severity: normal    
Priority: medium    
Version: 9.0   
Hardware: Other   
OS: All   
Whiteboard:
i915 platform: i915 features:
Attachments: system-info
Ingame Screenshot

Description Achim Frase 2012-12-23 12:22:19 UTC
0 A.D. beta 12 doesn't work that well it runs with graphical glitches and sometimes slows down.

Please see attachments.
Comment 1 Achim Frase 2012-12-23 12:23:59 UTC
Created attachment 72024 [details]
system-info
Comment 2 Achim Frase 2012-12-23 12:29:26 UTC
Created attachment 72025 [details]
Ingame Screenshot
Comment 3 Eric Anholt 2013-02-08 18:42:08 UTC
Reproduced rendering failures (not exactly the same, but possibly related) here.
Comment 4 Eric Anholt 2013-02-14 23:15:04 UTC
commit 5bb05c6e6d596d66c177e42a36128d2ca2e300aa
Author: Eric Anholt <eric@anholt.net>
Date:   Wed Feb 13 21:21:45 2013 -0800

    i965/gen7: Set up all samplers even if samplers are sparsely used.
    
    In GLSL, sampler indices are allocated contiguously from 0.  But in the
    case of ARB_fragment_program (and possibly fixed function), an app that
    uses texture 0 and 2 will use sampler indices 0 and 2, so we were only
    allocating space for samplers 0 and 1 and setting up sampler 0.  We
    would read garbage for sampler 2, resulting in flickering textures and
    an angry simulator.
    
    Fixes bad rendering in 0 A.D. and ETQW.  This was fixed for pre-gen7 by
    28f4be9eb91b12a2c6b1db6660cca71a98c486ec
    
    Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=25201
    Bugzilla: https://bugs.freedesktop.org/show_bug.cgi?id=58680
    Reviewed-by: Kenneth Graunke <kenneth@whitecape.org>
    NOTE: This is a candidate for stable branches.
Comment 5 Andreas Boll 2013-02-21 15:36:33 UTC
Cherry-picked to the 9.0 branch: be7048477a2989bd11ab590c65ea1515f764a86c

It will be available in Mesa 9.0.3.

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