Bug 25201 - Pink artifacts on objects in the distance in ETQW/Quake 4
Summary: Pink artifacts on objects in the distance in ETQW/Quake 4
Status: RESOLVED FIXED
Alias: None
Product: Mesa
Classification: Unclassified
Component: Drivers/DRI/i965 (show other bugs)
Version: git
Hardware: Other All
: medium normal
Assignee: Eric Anholt
QA Contact:
URL:
Whiteboard:
Keywords:
Depends on:
Blocks:
 
Reported: 2009-11-20 09:52 UTC by Sven Arvidsson
Modified: 2013-02-21 15:26 UTC (History)
0 users

See Also:
i915 platform:
i915 features:


Attachments
screenshot of etqw (96.96 KB, image/jpeg)
2009-11-20 09:52 UTC, Sven Arvidsson
Details

Description Sven Arvidsson 2009-11-20 09:52:32 UTC
Created attachment 31347 [details]
screenshot of etqw

In the games ETQW and Quake 4, some objects have a pink tint when viewed from a distance. In the attached screenshot it can be seen on the wall, almost in the middle of the image. 

System environment:
-- chipset: G45 / ICH10R
-- system architecture: 32-bit
-- Linux distribution: Debian unstable
-- Machine or mobo model: Asus P5Q-EM
-- Display connector: DVI
-- KMS: enabled
-- xf86-video-intel: 14109abf285866ad4cd99d0cd16b0954a0a73a62
-- xserver: 1.7.0
-- mesa: e8eec9385497053a4172deeff9c0ff2726a10f3b
-- drm: 83a35b68f45cebc70152e55ed3f99db485c9a7cd
-- kernel: 2.6.32-rc7 (debian)
Comment 1 Eric Anholt 2009-11-21 03:06:22 UTC
Yeah, I've seen this too.
Comment 2 Eric Anholt 2013-02-13 19:27:42 UTC
Trimmed trace for this failure on ivb at http://people.freedesktop.org/~anholt/etqw-trim2.trace -- there are 2 different draw commands where if either is removed, the failure looks like it goes away.  One is a 6-vert TRIANGLES, and the other is a big draw operation that presumably is drawing the building I'm looking at.
Comment 3 Eric Anholt 2013-02-14 23:15:10 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 4 Andreas Boll 2013-02-21 15:26:22 UTC
Cherry-picked to the 9.0 branch: be7048477a2989bd11ab590c65ea1515f764a86c

It will be available in Mesa 9.0.3.


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