Hello Intel team,
I took the risk and bought >Observer_ which is not supported on Intel and AMD by the game developers but Nvidia blob.
There is an issue where you open a door to enter the next room.
You can see the next room through the open door, but when you pass the door the game renders into total black.
Moving back renders the first room back and you can see again the second room through the doorway.
It's like someone turns off all lights.
I did an apitrace of this issue.
When I replay it I see nothing but a black window, but the replay definetly shows some GL_INVALID_OPERATION errors in the shell.
Did I something wrong??? I used...
DEBUGGER="apitrace trace" steam steam://rungameid/514900
Using this command with another appid worked as expected.
To whom of you can I send a download link for the trace as I think it's not meant for public?
By the way... AMD (radeonsi) users have exactly the same problem when you read the discussions at steam.
Intel Haswell Iris Pro 5200
darius@pc1:~$ glxinfo | grep OpenGL
OpenGL vendor string: Intel Open Source Technology Center
OpenGL renderer string: Mesa DRI Intel(R) Haswell Desktop
OpenGL core profile version string: 4.5 (Core Profile) Mesa 17.4.0-devel (git-501591e852)
OpenGL core profile shading language version string: 4.50
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
OpenGL version string: 3.0 Mesa 17.4.0-devel (git-501591e852)
OpenGL shading language version string: 1.30
OpenGL context flags: (none)
OpenGL ES profile version string: OpenGL ES 3.1 Mesa 17.4.0-devel (git-501591e852)
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 3.10
OpenGL ES profile extensions:
Tried also mesa 17.3.0-rc4 and 17.2.5 without luck.
Maybe just copy-paste first what kind of errors are visible (log when running apitrace trace)
(In reply to Tapani Pälli from comment #1)
> Maybe just copy-paste first what kind of errors are visible (log when
> running apitrace trace)
How do I log when running "apitrace trace"?
There is no option to write a log during trace.
I will attach the replay messages from shell.
Created attachment 135591 [details]
Apitrace Replay log
Let me know if you need the "verbose" output from the replay.
From the logs it seems some program fails to link and causes following usages of this program fail. Bug #97852 has similar compilation error, perhaps even the very same case since it seem this game has been written with UE4.
Yes it is an UE4 game. I think it uses version 4.15.x
I followed the link to Bug #97852...
Timothee Besset (comment #11)
> Possibly related: https://github.com/EpicGames/UnrealEngine/pull/4080/files
> (engine side fix)
> While an engine fix is always desireable .. "for the future", I agree that
> if this could be turned into a warning on the driver side it would be nice.
I think I cloud test this and see what happens.
Can you attach a patch which is turning this error into a warning?
If this is really an engine error and Nvidia blob is using a workaround (like they often do - grrr) I would contact the game developers and ask for an engine update.
Sadly the link from Timothee Besset is dead.
This would have been a good point to let the game developrs know.
Created attachment 135601 [details] [review]
turn error to warning
patch for turning linker error as warning
Funny coincidence. Some minutes ago I have tested the SAME patch! :)
Turning this into warning indeed fixes the game!!!
This reminds me of an older bug we had together... Bug #71870 with METRO LL.
Again Mesa developers are too strict and game developers ignore specs;)
Please let me know what to do. Should I contact games devs - I don't think this makes sense.
Thank you Tapani.
The patch applies also to stable 17.2.5. But I cannot test this right now - my lunch break is over.
I will report back when I get home.
When it works - i think so - it would be nice if you could push the patch to stable 17.2 and upcoming 17.3.
Or maybe better... a new /etc/drirc option?
(In reply to Darius Spitznagel from comment #8)
> Funny coincidence. Some minutes ago I have tested the SAME patch! :)
> Turning this into warning indeed fixes the game!!!
> This reminds me of an older bug we had together... Bug #71870 with METRO LL.
Yeah good times :)
> Again Mesa developers are too strict and game developers ignore specs;)
> Please let me know what to do. Should I contact games devs - I don't think
> this makes sense.
I think drirc option would be the way to go, in Mesa driver we want to follow the specs as is. It might be that the binary drivers have something similar to drirc to apply workarounds as well.
As promised I tested the patch with stable mesa 7.2.5 > works.
Tested patch with 17.3.0-rc5 too > works.
Now back to bug-hunting... I have 3 more bugs to find:)
What is the binary name for this game? (for drirc change)
(In reply to Tapani Pälli from comment #12)
> What is the binary name for this game? (for drirc change)
Created attachment 135624 [details] [review]
here's a workaround attempt
(In reply to Tapani Pälli from comment #14)
> Created attachment 135624 [details] [review] [review]
> here's a workaround attempt
Does not compile with mesa git on my system...
I/usr/include/libdrm -fvisibility=hidden -DGALLIUM_SOFTPIPE -Wdate-time -D_FORTIFY_SOURCE=2 -g -O2 -fdebug-prefix-map=/usr/local/src/mesa/master/mesa=. -fstack-protector-strong -Wformat -Werror=format-security -Wall -Wall -Werror=implicit-function-declaration -Werror=missing-prototypes -Wmissing-prototypes -fno-math-errno -fno-trapping-math -std=c99 -c ../../../../../src/gallium/state_trackers/dri/dri2.c -fPIC -DPIC -o .libs/dri2.o
../../../../../src/gallium/state_trackers/dri/dri_screen.c: In function ‘dri_fill_st_options’:
../../../../../src/gallium/state_trackers/dri/dri_screen.c:84:11: error: ‘struct st_config_options’ has no member named ‘allow_cross_stage_interpolation_mismatch’; did you mean ‘allow_glsl_cross_stage_interpolation_mismatch’?
Makefile:705: recipe for target 'dri_screen.lo' failed
make: *** [dri_screen.lo] Error 1
make: *** Waiting for unfinished jobs....
Replaced "allow_cross_stage_interpolation_mismatch" with "allow_glsl_cross_stage_interpolation_mismatch" > retry compiling.
(In reply to Darius Spitznagel from comment #16)
> Replaced "allow_cross_stage_interpolation_mismatch" with
> "allow_glsl_cross_stage_interpolation_mismatch" > retry compiling.
With the change above it compiled but the patch did not work.
Will check if I send you the right binary name.
Hmmm, binary name is correct.
Even starting directly from shell...
>allow_glsl_cross_stage_interpolation_mismatch=true steam steam://rungameid/514900
...did not work.
Hmm sorry did not compile test gallium changes ... I think you need to copy the drirc change to your drirc
(In reply to Tapani Pälli from comment #19)
> Hmm sorry did not compile test gallium changes ... I think you need to copy
> the drirc change to your drirc
I did copy the whole drirc and even checked with...
...if its really in > YES it is.
It simply does not work and I don't know why.
... into observer steam options doesn't work too.
I'm confused now.
Could it be, that this option/workaround needs to enabled in mesa code somewhere else?
I'll investigate and come back with better patch
Created attachment 135658 [details] [review]
OK, here is a fixed patch. This worked for me on i965.
(In reply to Tapani Pälli from comment #22)
> Created attachment 135658 [details] [review] [review]
> OK, here is a fixed patch. This worked for me on i965.
Now it works for me, too, thank you Tapani.
This report can be closed.
workaround pushed to Mesa master
--- 8< ---
Author: Tapani Pälli <firstname.lastname@example.org>
Date: Fri Nov 24 07:46:07 2017 +0200
mesa: add AllowGLSLCrossStageInterpolationMismatch workaround
This fixes issues seen with certain versions of Unreal Engine 4 editor
and games built with that using GLSL 4.30.
v2: add driinfo_gallium change (Emil Velikov)
Signed-off-by: Tapani Pälli <email@example.com>
Acked-by: Andres Gomez <firstname.lastname@example.org>
Reviewed-by: Kenneth Graunke <email@example.com>
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