Summary: | Casting floating point variable to integer not working properly while constant gets converted properly | ||
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Product: | Mesa | Reporter: | tony.wasserka |
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: | Linux (All) | ||
Whiteboard: | |||
i915 platform: | i915 features: | ||
Attachments: |
Full rendered scene with bug visible
Full rendered scene with software renderer Full rendered scene with bug visible dff file to reproduce the issue by rendering a subset of the reference scene in Dolphin Output of R600_DEBUG=vs,ps,fs,sbdisasm when rendering the reduced scene Sample GLSL shader that is used during rendering the glitched character R600_DEBUG=vs,ps,fs,sbdisasm for small scene with the shader that we actually use R600_DEBUG=vs,ps,fs,sbdisasm for small scene with the shader where I replaced "fog" with "0.0" in the problematic line patch |
...cf. first attachment "Full rendered scene with bug visible". Second attachement "Full rendered scene with software renderer" shows the same scene rendered properly with "LIBGL_ALWAYS_SOFTWARE=1" (I don't know if it was using llvmpipe or swrast, took halve a minute to render if that says anything). I'll provide a way to reproduce the issue in a followup comment. Created attachment 87355 [details]
Full rendered scene with software renderer
Created attachment 87356 [details]
Full rendered scene with bug visible
Created attachment 87357 [details]
dff file to reproduce the issue by rendering a subset of the reference scene in Dolphin
Created attachment 87359 [details]
Output of R600_DEBUG=vs,ps,fs,sbdisasm when rendering the reduced scene
Steps the reproduce the issue: 1. Clone the dolphin repository from the url provided at http://code.google.com/p/dolphin-emu/source/checkout 2. Checkout the tev_fixes_new branch at commit 5d8cfade42ce . 3. Build Dolphin with the build instructions outlined at http://code.google.com/p/dolphin-emu/wiki/Linux_Build . We use CMake for our build system, so if you're familiar with that you should be able to get it running quickly. 4. run "dolphin-emu -b -e <path to the attached dff file>". Alternatively, run Dolphin normally and open the dff file manually. 5. You should be able to see Mario (the main character of the game in the rendered scene), and only Mario (I removed all unimportant stuff from the scene). If you don't, try to make sure things work all by running any gamecube demo elf (sorry, got no link) and following the instructions at http://wiki.dolphin-emu.org/index.php?title=FifoPlayer under "How to play back a fifo log?" Basically, r600g renders the broken screenshot that I attached, while the software renderer renders the scene fine. Replacing "fog" in the "iprev.rgb = (iprev.rgb * (int(256.0-fog))) / 256;" line with "0.0" makes the scene render correctly. Created attachment 87360 [details]
Sample GLSL shader that is used during rendering the glitched character
Attached you find one of the glitched GLSL shaders which uses the mentioned line at line 149.
Sorry for the dumb source layout, that's because the shaders aren't hand written but automatically generated.
Created attachment 87361 [details]
R600_DEBUG=vs,ps,fs,sbdisasm for small scene with the shader that we actually use
Created attachment 87362 [details]
R600_DEBUG=vs,ps,fs,sbdisasm for small scene with the shader where I replaced "fog" with "0.0" in the problematic line
Created attachment 87364 [details] [review] patch This patch should fix the issue (only compile-tested so far, I can't test with r600g card right now, but hopefully it's simple enough to be correct). I can confirm that the patch fixes the issue, thanks :) |
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Created attachment 87353 [details] Full rendered scene with bug visible I've recently been working on converting the shaders used by the Dolphin emulator to use integers instead of floating point numbers (for better emulation accuracy). This seems to have exposed a bug in the r600g driver possibly related to float->int casting. The core of the issue is this GLSL code line: "iprev.rgb = (iprev.rgb * (int(256.0-fog))) / 256;" (*) where fog has been initialized before as "float fog = clamp(ze - fog_uniform.z, 0.0, 1.0);" The point is, while "fog" seems to be zero (a "fog==0.0" condition in the code will return true), the pixel shader result of (*) is different than the one that I get by substituting "fog" with 0.0. This gets very apparent in the rendered scene, cf